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#version 330 |
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// Input vertex attributes (from vertex shader) |
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in vec2 fragTexCoord; |
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in vec4 fragColor; |
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// Input uniform values |
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uniform sampler2D texture0; // Depth texture |
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uniform vec4 fragTintColor; |
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// Output fragment color |
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out vec4 finalColor; |
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// NOTE: Add here your custom variables |
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void main() |
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{ |
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float zNear = 0.01; // camera z near |
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float zFar = 10.0; // camera z far |
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float z = texture(texture0, fragTexCoord).x; |
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// Linearize depth value |
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float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); |
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// Calculate final fragment color |
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finalColor = vec4(depth, depth, depth, 1.0f); |
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} |