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fgdata/Shaders/HDR/debug_gbuffer_depth.frag

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#version 330 core
layout(location = 0) out vec4 fragColor;
in vec2 texcoord;
uniform sampler2D depth_tex;
void main()
{
float depth = texture(depth_tex, texcoord).r;
// Display depth as is, no linearization
fragColor = vec4(vec3(depth), 1.0);
}