aboutsummaryrefslogtreecommitdiff
path: root/shaders/glsl330/depth.fs
blob: 06d399f9fe18287842b5851815daed19e264c61f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
#version 330

// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;

// Input uniform values
uniform sampler2D texture0;     // Depth texture
uniform vec4 fragTintColor;

// Output fragment color
out vec4 finalColor;

// NOTE: Add here your custom variables

void main()
{
    float zNear = 0.01; // camera z near
    float zFar = 10.0;  // camera z far
    float z = texture(texture0, fragTexCoord).x;

    // Linearize depth value
    float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
    
    // Calculate final fragment color
    finalColor = vec4(depth, depth, depth, 1.0f);
}