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[examples] Reviewed shader view depth

pull/4861/head
luis605 před 3 týdny
rodič
revize
4960cc74e0
4 změnil soubory, kde provedl 53 přidání a 18 odebrání
  1. +25
    -10
      examples/shaders/resources/shaders/glsl100/depth.fs
  2. +26
    -8
      examples/shaders/resources/shaders/glsl330/depth.fs
  3. +2
    -0
      examples/shaders/shaders_view_depth.c
  4. binární
      examples/shaders/shaders_view_depth.png

+ 25
- 10
examples/shaders/resources/shaders/glsl100/depth.fs Zobrazit soubor

@ -1,19 +1,34 @@
#version 100
in vec2 fragTexCoord;
out vec4 finalColor;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D depthTexture;
uniform bool flipY;
float nearPlane = 0.1;
float farPlane = 100.0;
// Function to linearize depth from non-linear depth buffer
float linearizeDepth(float depth)
{
float n = 0.1; // near plane
float f = 100.0; // far plane
return (2.0 * n) / (f + n - depth * (f - n));
return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
void main() {
vec2 flippedTexCoord = vec2(fragTexCoord.x, 1.0 - fragTexCoord.y);
float depth = texture(depthTexture, flippedTexCoord).r;
void main()
{
// Handle potential Y-flipping
vec2 texCoord = fragTexCoord;
if (flipY)
texCoord.y = 1.0 - texCoord.y;
// Sample depth texture
float depth = texture2D(depthTexture, texCoord).r;
// Linearize depth
float linearDepth = linearizeDepth(depth);
finalColor = vec4(vec3(linearDepth), 1.0);
}
// Output final color
gl_FragColor = vec4(vec3(linearDepth), 1.0);
}

+ 26
- 8
examples/shaders/resources/shaders/glsl330/depth.fs Zobrazit soubor

@ -1,19 +1,37 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
out vec4 finalColor;
// Input uniform values
uniform sampler2D depthTexture;
uniform bool flipY;
const float nearPlane = 0.1;
const float farPlane = 100.0;
// Output fragment color
out vec4 finalColor;
// Linearizes the depth buffer value
float linearizeDepth(float depth)
{
float n = 0.1; // near plane
float f = 100.0; // far plane
return (2.0 * n) / (f + n - depth * (f - n));
return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
void main() {
vec2 flippedTexCoord = vec2(fragTexCoord.x, 1.0 - fragTexCoord.y);
float depth = texture(depthTexture, flippedTexCoord).r;
void main()
{
// Handle potential Y-flipping
vec2 texCoord = fragTexCoord;
if (flipY)
texCoord.y = 1.0 - texCoord.y;
// Sample depth
float depth = texture(depthTexture, texCoord).r;
// Linearize depth value
float linearDepth = linearizeDepth(depth);
// Output final color
finalColor = vec4(vec3(linearDepth), 1.0);
}
}

+ 2
- 0
examples/shaders/shaders_view_depth.c Zobrazit soubor

@ -52,6 +52,8 @@ int main(void)
// Load depth shader and get depth texture shader location
Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
int depthLoc = GetShaderLocation(depthShader, "depthTexture");
int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
// Load models
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));

binární
examples/shaders/shaders_view_depth.png Zobrazit soubor

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