cde2c1aa6d
NOTE: It requires a depth texture as input, it should be configured on rlgl, by default RenderTexture (fbo) uses Depth Renderbuffer instead of Depth Texture. Check rlglLoadRenderTexture()
27 lines
627 B
GLSL
27 lines
627 B
GLSL
#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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} |