overte-HifiExperiments/libraries/render-utils/src/surfaceGeometry_makeLinearDepth.slf
2016-06-06 09:29:50 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// Created by Sam Gateau on 6/3/16.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredTransform.slh@>
<$declareDeferredFrameTransform()$>
uniform sampler2D depthMap;
out vec4 outFragColor;
void main(void) {
float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;
float Zeye = -evalZeyeFromZdb(Zdb);
outFragColor = vec4(Zeye, 0.0, 0.0, 1.0);
}