2013-12-19 19:32:50 +01:00

25 lines
432 B
GLSL

uniform mat4 worldViewProj;
uniform vec4 texelOffsets;
uniform vec4 depthRange;
varying vec2 depth;
void main()
{
gl_Position = ftransform();
// fix pixel / texel alignment
gl_Position.xy += texelOffsets.zw * gl_Position.w;
// linear depth storage
// offset / scale range output
#if LINEAR_RANGE
depth.x = (gl_Position.z - depthRange.x) * depthRange.w;
#else
depth.x = gl_Position.z;
#endif
depth.y = gl_Position.w;
}