17 lines
300 B
GLSL
17 lines
300 B
GLSL
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varying vec2 depth;
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void main()
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{
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#if LINEAR_RANGE
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float finalDepth = depth.x;
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#else
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float finalDepth = depth.x / depth.y;
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#endif
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// just smear across all components
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// therefore this one needs high individual channel precision
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gl_FragColor = vec4(finalDepth, finalDepth, finalDepth, 1);
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}
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