// Copyright (C) 2009-2016, Panagiotis Christopoulos Charitos. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE // The final pass #pragma anki type frag #pragma anki include "shaders/Common.glsl" #pragma anki include "shaders/Pack.glsl" layout(binding = 0) uniform sampler2D u_tex; layout(location = 0) in highp vec2 in_texCoord; layout(location = 0) out vec3 out_color; void main() { vec3 col = textureLod(u_tex, in_texCoord, 0.0).rgb; /*vec2 depth = textureRt(u_tex, in_texCoord).rg; float zNear = 0.2; float zFar = 200.0; depth = (2.0 * zNear) / (zFar + zNear - depth * (zFar - zNear)); vec3 col = vec3(depth.rg, 0.0);*/ out_color = col; }