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out vec4 FragColor; | |
in vec2 TexCoords; | |
uniform sampler2D depthMap; | |
//uniform float near_plane; | |
//uniform float far_plane; | |
// | |
//// required when using a perspective projection matrix | |
//float LinearizeDepth(float depth) | |
//{ | |
// float z = depth * 2.0 - 1.0; // Back to NDC | |
// return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane)); | |
//} | |
void main() | |
{ | |
float depthValue = texture(depthMap, TexCoords).r; | |
// FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective | |
FragColor = vec4(vec3(depthValue), 1.0); // orthographic | |
//FragColor = vec4(1.0, 1.0, 0.0, 1.0); | |
} | |