#version 430 layout (binding = 0) uniform sampler2D depthSamp; in vec4 varShadowPosition; out vec4 color; void main(void) { vec3 pos = varShadowPosition.xyz / varShadowPosition.w; float shadow = float(texture(depthSamp, pos.xy).r + 0.000001 > pos.z); shadow = shadow * 0.6 + 0.4; color = vec4(0.8, 0.8, 0.8, 1.0) * shadow; }