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[examples] Reviewed shader view depth

luis605 5 月之前
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4960cc74e0

+ 25 - 10
examples/shaders/resources/shaders/glsl100/depth.fs

@@ -1,19 +1,34 @@
 #version 100
 
-in vec2 fragTexCoord;
-out vec4 finalColor;
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+
+// Input uniform values
 uniform sampler2D depthTexture;
+uniform bool flipY;
+
+float nearPlane = 0.1;
+float farPlane = 100.0;
 
+// Function to linearize depth from non-linear depth buffer
 float linearizeDepth(float depth)
 {
-    float n = 0.1;    // near plane
-    float f = 100.0;  // far plane
-    return (2.0 * n) / (f + n - depth * (f - n));
+    return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
 }
 
-void main() {
-    vec2 flippedTexCoord = vec2(fragTexCoord.x, 1.0 - fragTexCoord.y);
-    float depth = texture(depthTexture, flippedTexCoord).r;
+void main()
+{
+    // Handle potential Y-flipping
+    vec2 texCoord = fragTexCoord;
+    if (flipY)
+        texCoord.y = 1.0 - texCoord.y;
+
+    // Sample depth texture
+    float depth = texture2D(depthTexture, texCoord).r;
+
+    // Linearize depth
     float linearDepth = linearizeDepth(depth);
-    finalColor = vec4(vec3(linearDepth), 1.0);
-}
+
+    // Output final color
+    gl_FragColor = vec4(vec3(linearDepth), 1.0);
+}

+ 26 - 8
examples/shaders/resources/shaders/glsl330/depth.fs

@@ -1,19 +1,37 @@
 #version 330
 
+// Input vertex attributes (from vertex shader)
 in vec2 fragTexCoord;
-out vec4 finalColor;
+
+// Input uniform values
 uniform sampler2D depthTexture;
+uniform bool flipY;
+
+const float nearPlane = 0.1;
+const float farPlane = 100.0;
+
+// Output fragment color
+out vec4 finalColor;
 
+// Linearizes the depth buffer value
 float linearizeDepth(float depth)
 {
-    float n = 0.1;    // near plane
-    float f = 100.0;  // far plane
-    return (2.0 * n) / (f + n - depth * (f - n));
+    return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
 }
 
-void main() {
-    vec2 flippedTexCoord = vec2(fragTexCoord.x, 1.0 - fragTexCoord.y);
-    float depth = texture(depthTexture, flippedTexCoord).r;
+void main()
+{
+    // Handle potential Y-flipping
+    vec2 texCoord = fragTexCoord;
+    if (flipY)
+        texCoord.y = 1.0 - texCoord.y;
+
+    // Sample depth
+    float depth = texture(depthTexture, texCoord).r;
+
+    // Linearize depth value
     float linearDepth = linearizeDepth(depth);
+
+    // Output final color
     finalColor = vec4(vec3(linearDepth), 1.0);
-}
+}

+ 2 - 0
examples/shaders/shaders_view_depth.c

@@ -52,6 +52,8 @@ int main(void)
     // Load depth shader and get depth texture shader location
     Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
     int depthLoc = GetShaderLocation(depthShader, "depthTexture");
+    int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
+    SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
 
     // Load models
     Model cube  = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));

二进制
examples/shaders/shaders_view_depth.png