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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerColor;
-
- layout (location = 0) in vec2 inUV;
-
- layout (location = 0) out vec4 outFragColor;
-
- float LinearizeDepth(float depth)
- {
- float n = 1.0; // camera z near
- float f = 128.0; // camera z far
- 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);
- }
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