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16 lines
455 B
GLSL
16 lines
455 B
GLSL
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D DepthTexture;
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uniform float LinearizeDepthA;
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uniform float LinearizeDepthB;
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uniform float InverseDepthRangeA;
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uniform float InverseDepthRangeB;
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void main()
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{
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float depth = texture(DepthTexture, TexCoord).x;
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
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FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
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}
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