21 lines
445 B
GLSL
21 lines
445 B
GLSL
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#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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float LinearizeDepth(float depth)
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{
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float n = 1.0; // camera z near
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float f = 128.0; // camera z far
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float z = depth;
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return (2.0 * n) / (f + n - z * (f - n));
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}
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void main()
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{
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float depth = texture(samplerColor, inUV).r;
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outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0);
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}
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