diff options
Diffstat (limited to 'advanced_opengl/1.depth')
-rwxr-xr-x | advanced_opengl/1.depth/build.sh | 2 | ||||
-rwxr-xr-x | advanced_opengl/1.depth/depth | bin | 1282576 -> 1282544 bytes | |||
-rw-r--r-- | advanced_opengl/1.depth/shaders/depth.fs | 10 | ||||
-rw-r--r-- | advanced_opengl/1.depth/shaders/depth.vs | 2 |
4 files changed, 7 insertions, 7 deletions
diff --git a/advanced_opengl/1.depth/build.sh b/advanced_opengl/1.depth/build.sh index 837b21c..04fe803 100755 --- a/advanced_opengl/1.depth/build.sh +++ b/advanced_opengl/1.depth/build.sh @@ -2,4 +2,4 @@ . ../../config TARGET='depth' set -x -gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET +gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS diff --git a/advanced_opengl/1.depth/depth b/advanced_opengl/1.depth/depth Binary files differindex db67630..68f04d6 100755 --- a/advanced_opengl/1.depth/depth +++ b/advanced_opengl/1.depth/depth diff --git a/advanced_opengl/1.depth/shaders/depth.fs b/advanced_opengl/1.depth/shaders/depth.fs index 2f3d9ca..a515c15 100644 --- a/advanced_opengl/1.depth/shaders/depth.fs +++ b/advanced_opengl/1.depth/shaders/depth.fs @@ -6,14 +6,14 @@ in vec2 tex_coords; uniform sampler2D our_texture; -float near = 0.1f; -float far = 100.0f; +float near = 0.1; +float far = 100.0; float linearize_depth(float depth) { - float ndc_z = 2.0f*depth-1.0f; - return((2.0f*near*far)/(far+near-ndc_z*(far-near))); + float ndc_z = 2.0*depth-1.0; + return((2.0*near*far)/(far+near-ndc_z*(far-near))); } void @@ -23,5 +23,5 @@ main(void) frag_color = texture(our_texture, tex_coords); */ float depth = linearize_depth(gl_FragCoord.z)/far; - frag_color = vec4(vec3(depth), 1.0f); + frag_color = vec4(vec3(depth), 1.0); } diff --git a/advanced_opengl/1.depth/shaders/depth.vs b/advanced_opengl/1.depth/shaders/depth.vs index d3d92d1..62e71a2 100644 --- a/advanced_opengl/1.depth/shaders/depth.vs +++ b/advanced_opengl/1.depth/shaders/depth.vs @@ -11,6 +11,6 @@ out vec2 tex_coords; void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0f); + gl_Position = projection*view*model*vec4(apos, 1.0); tex_coords = atex_coords; } |