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- #version 330
- // Input vertex attributes (from vertex shader)
- in vec2 fragTexCoord;
- in vec4 fragColor;
- // Input uniform values
- uniform sampler2D texture0; // Depth texture
- uniform vec4 fragTintColor;
- // Output fragment color
- out vec4 finalColor;
- // NOTE: Add here your custom variables
- void main()
- {
- float zNear = 0.01; // camera z near
- float zFar = 10.0; // camera z far
- float z = texture(texture0, fragTexCoord).x;
- // Linearize depth value
- float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
-
- // Calculate final fragment color
- finalColor = vec4(depth, depth, depth, 1.0f);
- }
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