gzdoom/wadsrc/static/shaders/glsl/lineardepth.fp

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2016-08-29 11:10:22 +00:00
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D DepthTexture;
uniform float LinearizeDepthA;
uniform float LinearizeDepthB;
uniform float InverseDepthRangeA;
uniform float InverseDepthRangeB;
void main()
{
float depth = texture(DepthTexture, TexCoord).x;
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
}