Files
escape-the-dawn/Escape-the-Dawn/Shaders/VisualizeDepth.frag.glsl
T
2014-03-12 21:40:19 +01:00

24 lines
430 B
GLSL

#version 430
layout(binding = 0) uniform sampler2D DepthTexture;
in VertexData {
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 FragmentColor;
float LinearizeDepth(float z)
{
float n = 0.1; // camera z near
float f = 10.0; // camera z far
return (2.0 * n) / (f + n - z * (f - n));
}
void main() {
float z = texture(DepthTexture, Input.TextureCoord).x;
vec4 color = vec4(z, z, z, 0);
FragmentColor = color;
}