debug_render_shadow_map.glsl (570B)
1 uniform sampler2D tex; 2 3 #ifdef VERTEX_SHADER 4 5 in vec2 position; 6 out vec2 uv; 7 8 void main() { 9 gl_Position = vec4( position, 0.0, 1.0 ); 10 uv.x = ( position.x + 1.0 ) / 0.2; 11 uv.y = ( position.y + 1.0 ) / 0.3; 12 } 13 14 #else 15 16 in vec2 uv; 17 out vec4 screen_colour; 18 19 float LinearizeDepth(float depth) 20 { 21 float z = depth * 2.0 - 1.0; // Back to NDC 22 return (2.0 * 0.1 * 50000.0) / (50000.0 + 0.1 - z * (50000.0 - 0.1)); 23 } 24 25 void main() { 26 float Depth = texture( tex, uv ).x; 27 Depth = 1.0 - (1.0 - Depth) * 25.0; 28 screen_colour = vec4( vec3( LinearizeDepth( Depth ) ), 1.0 ); 29 } 30 31 #endif