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authorpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
commitf9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch)
tree9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag
parent926cbd0d49890772f911e6a6bedb7835605ced89 (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.frag25
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);
+}