#version 150 core

// uniform shader-parameters
//uniform sampler2DShadow shadowMap;
uniform sampler2D shadowMap;

// fragment-shader input variables
in vec2 frag_texCoord;

// fragment-shader output variable (-> stored in the frame-buffer, i.e. "the pixel you see")
out vec4 fragColor;


void main()
{
	// access texture at specified coordinates
	vec4 texel = texture(shadowMap, frag_texCoord);
	
	// read depth value from shadow map
	//float depth = texture(shadowMap, frag_texCoord.xy).r;

	fragColor = texel;
}
