16 lines
247 B
GLSL
16 lines
247 B
GLSL
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#version 330 core
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out vec4 fragColor;
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in vec2 texCoord;
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uniform sampler2D depth_tex;
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float linearizeDepth(float depth);
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void main()
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{
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float depth = texture(depth_tex, texCoord).r;
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fragColor = vec4(vec3(linearizeDepth(depth)), 1.0);
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}
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