41 lines
831 B
Plaintext
41 lines
831 B
Plaintext
struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct v2f {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_base {
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vec4 vertex;
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vec3 normal;
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vec4 texcoord;
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};
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uniform sampler2D _CameraDepthTexture;
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uniform vec4 _ZBufferParams;
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float Linear01Depth( in float z );
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vec4 frag( in v2f i );
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float Linear01Depth( in float z ) {
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return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y ));
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}
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vec4 frag( in v2f i ) {
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return vec4( (1.00000 - Linear01Depth( texture2D( _CameraDepthTexture, i.uv).x )));
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}
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void main() {
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vec4 xl_retval;
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v2f xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2( gl_TexCoord[0]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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