diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
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committer | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
commit | f9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch) | |
tree | 9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag | |
parent | 926cbd0d49890772f911e6a6bedb7835605ced89 (diff) |
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag')
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag | 25 |
1 files changed, 25 insertions, 0 deletions
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag new file mode 100644 index 0000000..4cb6df1 --- /dev/null +++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag @@ -0,0 +1,25 @@ +#version 330 core + +in vec2 tex_coords; + +out vec4 frag_color; + +uniform sampler2D depth_map; +uniform float near; +uniform float far; + +float linearize_depth(float depth) +{ + float z = (depth+1.0)*0.5; + return((2.0*near*far)/(far+near-z*(far-near))); +} + +void main(void) +{ + float depth = texture(depth_map, tex_coords).r; + + /* frag_color = vec4(vec3(depth), 1.0); */ + + /* NOTE(pryazha): For visual debugging of perspective projection light */ + frag_color = vec4(vec3(linearize_depth(depth)/far), 1.0); +} |