demotool/toolshaders/dbg-depth-linear.glsl

18 lines
502 B
GLSL

#version 450 core
layout( location = 0 ) uniform sampler2D u_InputTexture;
layout( location = 1 ) uniform int u_LOD;
layout( location = 2 ) uniform vec2 u_OutputSize;
layout( location = 3 ) uniform float u_Factor;
layout( location = 0 ) out vec4 o_Color;
void main( void )
{
vec2 ts = textureSize( u_InputTexture , u_LOD );
ivec2 pos = ivec2( ts * gl_FragCoord.xy / u_OutputSize );
float depth = texelFetch( u_InputTexture , pos , u_LOD ).x
* u_Factor;
o_Color = vec4( vec3( depth ) , 1 );
}