1
0
Fork 0
fgdata/Shaders/HDR/gbuffer-debug-depth.frag
2021-08-31 18:02:38 +02:00

15 lines
247 B
GLSL

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