procedural-3d-engine/data/shaders/deferredshadows/debug.frag

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#version 450
layout (binding = 1) uniform sampler2D samplerPosition;
layout (binding = 2) uniform sampler2D samplerNormal;
layout (binding = 3) uniform sampler2D samplerAlbedo;
layout (binding = 5) uniform sampler2DArray samplerDepth;
layout (location = 0) in vec3 inUV;
layout (location = 0) out vec4 outFragColor;
float LinearizeDepth(float depth)
{
float n = 0.1; // camera z near
float f = 64.0; // camera z far
float z = depth;
return (2.0 * n) / (f + n - z * (f - n));
}
void main()
{
// Display depth from light's point-of-view
// inUV.w = number of light source
float depth = texture(samplerDepth, vec3(inUV)).r;
outFragColor = vec4(vec3(1.0 - LinearizeDepth(depth)), 0.0);
}