15 lines
330 B
GLSL
15 lines
330 B
GLSL
#version 410
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layout(location = 2) in vec3 pos;
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uniform float near;
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uniform float far;
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void main()
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{
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float z = gl_FragCoord.z;
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//convert to linear values
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//formula can be found at www.roxlu.com/2014/036/rendering-the-depth-buffer
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float c = (2.0 * near) / (far + near - z * (far - near));
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gl_FragDepth = c;
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}
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