GRK_Room/cw 9/shaders/test.frag

18 lines
333 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);
}