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