18 lines
320 B
GLSL
18 lines
320 B
GLSL
#version 330 core
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in vec2 uv;
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out vec3 color;
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uniform sampler2D rendered_texture;
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uniform float near;
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uniform float far;
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void main() {
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float z = texture(rendered_texture, uv).r;
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float c = (2.0 * near) / (far + near - z * (far - near));
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c = 2.0 * near * far / (far + near - z * (far - near));
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color = vec3(z);
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}
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