12 lines
210 B
GLSL
12 lines
210 B
GLSL
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#version 330 core
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out vec4 FragColor;
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in vec2 tc;
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uniform sampler2D depthMap;
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void main()
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{
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float depthValue = texture(depthMap, tc).r;
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FragColor = vec4(vec3(depthValue+0.5), 1.0);
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}
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