diff --git a/examples/shaders/resources/shaders/glsl100/depth.fs b/examples/shaders/resources/shaders/glsl100/depth.fs index cdd45f17f..0ea7c46e7 100644 --- a/examples/shaders/resources/shaders/glsl100/depth.fs +++ b/examples/shaders/resources/shaders/glsl100/depth.fs @@ -1,19 +1,34 @@ #version 100 -in vec2 fragTexCoord; -out vec4 finalColor; -uniform sampler2D depthTexture; +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +// Input uniform values +uniform sampler2D depthTexture; +uniform bool flipY; + +float nearPlane = 0.1; +float farPlane = 100.0; + +// Function to linearize depth from non-linear depth buffer float linearizeDepth(float depth) { - float n = 0.1; // near plane - float f = 100.0; // far plane - return (2.0 * n) / (f + n - depth * (f - n)); + return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane)); } -void main() { - vec2 flippedTexCoord = vec2(fragTexCoord.x, 1.0 - fragTexCoord.y); - float depth = texture(depthTexture, flippedTexCoord).r; +void main() +{ + // Handle potential Y-flipping + vec2 texCoord = fragTexCoord; + if (flipY) + texCoord.y = 1.0 - texCoord.y; + + // Sample depth texture + float depth = texture2D(depthTexture, texCoord).r; + + // Linearize depth float linearDepth = linearizeDepth(depth); - finalColor = vec4(vec3(linearDepth), 1.0); -} + + // Output final color + gl_FragColor = vec4(vec3(linearDepth), 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/depth.fs b/examples/shaders/resources/shaders/glsl330/depth.fs index ccda3111b..cbcb6da67 100644 --- a/examples/shaders/resources/shaders/glsl330/depth.fs +++ b/examples/shaders/resources/shaders/glsl330/depth.fs @@ -1,19 +1,37 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; -out vec4 finalColor; -uniform sampler2D depthTexture; +// Input uniform values +uniform sampler2D depthTexture; +uniform bool flipY; + +const float nearPlane = 0.1; +const float farPlane = 100.0; + +// Output fragment color +out vec4 finalColor; + +// Linearizes the depth buffer value float linearizeDepth(float depth) { - float n = 0.1; // near plane - float f = 100.0; // far plane - return (2.0 * n) / (f + n - depth * (f - n)); + return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane)); } -void main() { - vec2 flippedTexCoord = vec2(fragTexCoord.x, 1.0 - fragTexCoord.y); - float depth = texture(depthTexture, flippedTexCoord).r; +void main() +{ + // Handle potential Y-flipping + vec2 texCoord = fragTexCoord; + if (flipY) + texCoord.y = 1.0 - texCoord.y; + + // Sample depth + float depth = texture(depthTexture, texCoord).r; + + // Linearize depth value float linearDepth = linearizeDepth(depth); + + // Output final color finalColor = vec4(vec3(linearDepth), 1.0); -} +} \ No newline at end of file diff --git a/examples/shaders/shaders_view_depth.c b/examples/shaders/shaders_view_depth.c index fa5393280..5da0c1ca4 100644 --- a/examples/shaders/shaders_view_depth.c +++ b/examples/shaders/shaders_view_depth.c @@ -52,6 +52,8 @@ int main(void) // Load depth shader and get depth texture shader location Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION)); int depthLoc = GetShaderLocation(depthShader, "depthTexture"); + int flipTextureLoc = GetShaderLocation(depthShader, "flipY"); + SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture // Load models Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); diff --git a/examples/shaders/shaders_view_depth.png b/examples/shaders/shaders_view_depth.png index bcce1fd61..b68de9644 100644 Binary files a/examples/shaders/shaders_view_depth.png and b/examples/shaders/shaders_view_depth.png differ