14 lines
261 B
GLSL
14 lines
261 B
GLSL
#version 330 core
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layout(location = 0) out vec4 fragColor;
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in vec2 texcoord;
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uniform sampler2D depth_tex;
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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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// Display depth as is, no linearization
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fragColor = vec4(vec3(depth), 1.0);
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}
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