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https://github.com/JoeyDeVries/LearnOpenGL.git
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16 lines
429 B
GLSL
16 lines
429 B
GLSL
#version 330 core
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out vec4 FragColor;
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float near = 0.1;
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float far = 100.0;
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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 * far) / (far + near - z * (far - near));
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}
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void main()
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{
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float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far to get depth in range [0,1] for visualization purposes
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FragColor = vec4(vec3(depth), 1.0);
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} |