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axyz/resources/Shaders/SSAOViewSpaceZ.frag.glsl
T

14 lines
454 B
GLSL

#version 430
uniform sampler2D DepthBuffer;
uniform vec3 ClipInfo;
//out float depthLinear;
//Just for Debug, should be depthLinear
out vec4 fragmentColor;
void main() {
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
float depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
}