18 lines
333 B
GLSL
18 lines
333 B
GLSL
#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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float rescale_z(float z){
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float n = 0.05;
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float f = 20.;
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return (2*n*f/(z*(n-f)+n+f))/f;
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}
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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(rescale_z(depthValue)+0.5), 1.0);
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} |