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raylib/examples/shaders/resources/shaders/glsl330/depth_render.fs
2025-09-13 10:44:12 +02:00

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GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Input uniform values
uniform sampler2D depthTexture;
uniform bool flipY;
const float nearPlane = 0.1;
const float farPlane = 100.0;
// Output fragment color
out vec4 finalColor;
void main()
{
// Handle potential Y-flipping
vec2 texCoord = fragTexCoord;
if (flipY) texCoord.y = 1.0 - texCoord.y;
// Sample depth
float depth = texture(depthTexture, texCoord).r;
// Linearize depth value
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color
finalColor = vec4(vec3(linearDepth), 1.0);
}