22 lines
557 B
GLSL
22 lines
557 B
GLSL
#version 430
|
|
out vec4 FragColor;
|
|
|
|
in vec2 TexCoords;
|
|
|
|
layout (location = 0) uniform sampler2D depthMap;
|
|
|
|
// required when using a perspective projection matrix
|
|
float LinearizeDepth(float depth)
|
|
{
|
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
|
return (2.0 * 0.1 * 100.0) / (100.0 + 0.1 - z * (100.0 - 0.1));
|
|
}
|
|
|
|
void main()
|
|
{
|
|
float depthValue = texture(depthMap, TexCoords).r;
|
|
// FragColor = vec4(vec3(LinearizeDepth(depthValue) / 100.0), 1.0); // perspective
|
|
FragColor = vec4(vec3(depthValue) * 10.0, 1.0); // orthographic
|
|
}
|
|
|