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- #version 330 core
- layout (location = 0) out vec4 outColor;
- uniform sampler2D u_depthTexture;
- uniform float u_far;
- uniform float u_close;
- in vec2 v_fragCoord;
- void main()
- {
- vec2 uv = v_fragCoord;
- uv += vec2(1,1);
- uv /= 2.0;
- float c = texture(u_depthTexture, uv).r;
-
- //c = (2.0 * u_close) / (u_far + u_close - c * (u_far - u_close));
- outColor = vec4(c,c,c,1);
- }
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