raylib/examples/shaders/resources/shaders/glsl100/depth_render.fs
2025-09-21 13:28:27 +02:00

30 lines
651 B
GLSL

#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D depthTexture;
uniform bool flipY;
float nearPlane = 0.1;
float farPlane = 100.0;
void main()
{
// Handle potential Y-flipping
vec2 texCoord = fragTexCoord;
if (flipY) texCoord.y = 1.0 - texCoord.y;
// Sample depth texture
float depth = texture2D(depthTexture, texCoord).r;
// Linearize depth
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color
gl_FragColor = vec4(vec3(linearDepth), 1.0);
}