diff --git a/src/4.advanced_opengl/1.depth_testing/depth_testing.frag b/src/4.advanced_opengl/1.depth_testing/depth_testing.frag index 5f3992f..06169f4 100644 --- a/src/4.advanced_opengl/1.depth_testing/depth_testing.frag +++ b/src/4.advanced_opengl/1.depth_testing/depth_testing.frag @@ -1,16 +1,16 @@ #version 330 core out vec4 color; -float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far' +float near = 1.0; +float far = 100.0; +float LinearizeDepth(float depth) { - float near = 0.1; - float far = 100.0; float z = depth * 2.0 - 1.0; // Back to NDC - return (2.0 * near) / (far + near - z * (far - near)); + return (2.0 * near * far) / (far + near - z * (far - near)); } void main() { - float depth = LinearizeDepth(gl_FragCoord.z); + float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far to get depth in range [0,1] for visualization purposes. color = vec4(vec3(depth), 1.0f); } \ No newline at end of file