GRK_Room/cw 9/shaders/test.frag

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#version 330 core
out vec4 FragColor;
in vec2 tc;
uniform sampler2D depthMap;
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float rescale_z(float z){
float n = 0.05;
float f = 20.;
return (2*n*f/(z*(n-f)+n+f))/f;
}
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void main()
{
float depthValue = texture(depthMap, tc).r;
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FragColor = vec4(vec3(rescale_z(depthValue)+0.5), 1.0);
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}