Additional resources from the Raylib repo.
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Examples/resources/shaders/glsl100/depth_write.fs
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Examples/resources/shaders/glsl100/depth_write.fs
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#version 100
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#extension GL_EXT_frag_depth : enable
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
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}
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