qzdoom/wadsrc/static/shaders/glsl/lineardepth.fp
2016-08-29 13:10:22 +02:00

16 lines
455 B
GLSL

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);
}