#version 330 core 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); }