GRK_Room/cw 9/shaders/test.frag
2023-01-23 12:11:20 +01:00

19 lines
387 B
GLSL

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