22 lines
619 B
Plaintext
22 lines
619 B
Plaintext
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D depthMap;
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uniform float near_plane;
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uniform float far_plane;
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// required when using a perspective projection matrix
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float LinearizeDepth(float depth)
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{
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float z = depth * 2.0 - 1.0; // Back to NDC
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return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
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}
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void main()
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{
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float depthValue = texture(depthMap, TexCoords).r;
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//FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
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FragColor = texture(depthMap, TexCoords); // orthographic
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}
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