[examples] Reviewed shader view depth

This commit is contained in:
luis605 2025-04-04 22:41:34 +01:00
parent 8ec52e3b25
commit 4960cc74e0
4 changed files with 55 additions and 20 deletions

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@ -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);
}

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@ -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);
}
}

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@ -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));

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