procedural-3d-engine/shaders/glsl/shadowmapping/quad.frag

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#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
mat4 lightSpace;
vec4 lightPos;
float zNear;
float zFar;
} ubo;
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float LinearizeDepth(float depth)
{
float n = ubo.zNear;
float f = ubo.zFar;
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float z = depth;
return (2.0 * n) / (f + n - z * (f - n));
}
void main()
{
float depth = texture(samplerColor, inUV).r;
outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0);
}