MoonWorksGraphicsTests/MoonWorks.Test.Common/Content/Shaders/Source/TexturedDepthQuadFrag.frag

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#version 450
layout (location = 0) in vec2 TexCoord;
layout (location = 0) out vec4 FragColor;
layout(binding = 0, set = 1) uniform sampler2D Sampler;
layout (binding = 0, set = 3) uniform UniformBlock
{
float zNear;
float zFar;
};
// Calculation taken from http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
float linearizeDepth(float originalDepth)
{
return (2.0 * zNear) / (zFar + zNear - originalDepth * (zFar - zNear));
}
void main()
{
float d = texture(Sampler, TexCoord).r;
d = linearizeDepth(d);
FragColor = vec4(d, d, d, 1.0);
}