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LearnOpenGL/src/4.advanced_opengl/1.2.depth_testing_view/1.2.depth_testing.fs
2017-04-17 20:40:26 +02:00

16 lines
429 B
GLSL

#version 330 core
out vec4 FragColor;
float near = 0.1;
float far = 100.0;
float LinearizeDepth(float depth)
{
float z = depth * 2.0 - 1.0; // back to NDC
return (2.0 * near * far) / (far + near - z * (far - near));
}
void main()
{
float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far to get depth in range [0,1] for visualization purposes
FragColor = vec4(vec3(depth), 1.0);
}