13 lines
196 B
GLSL
13 lines
196 B
GLSL
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#version 120
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uniform float fg_Fcoef;
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varying float flogz;
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void main()
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{
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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// logarithmic depth
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gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
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}
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