Added new example - [shader] render depth texture
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3 changed files with 183 additions and 41 deletions
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#version 100
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precision mediump float;
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in vec2 fragTexCoord;
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out vec4 finalColor;
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uniform sampler2D depthTexture;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0; // Depth texture
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uniform vec4 colDiffuse;
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// NOTE: Add your custom variables here
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void main()
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float linearizeDepth(float depth)
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{
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float zNear = 0.01; // camera z near
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float zFar = 10.0; // camera z far
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float z = texture2D(texture0, fragTexCoord).x;
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float n = 0.1; // near plane
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float f = 100.0; // far plane
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return (2.0 * n) / (f + n - depth * (f - n));
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}
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// Linearize depth value
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float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
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// Calculate final fragment color
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gl_FragColor = vec4(depth, depth, depth, 1.0);
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}
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void main() {
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vec2 flippedTexCoord = vec2(fragTexCoord.x, 1.0 - fragTexCoord.y);
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float depth = texture(depthTexture, flippedTexCoord).r;
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float linearDepth = linearizeDepth(depth);
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finalColor = vec4(vec3(linearDepth), 1.0);
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}
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@ -1,27 +1,19 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0; // Depth texture
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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uniform sampler2D depthTexture;
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// NOTE: Add your custom variables here
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void main()
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float linearizeDepth(float depth)
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{
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float zNear = 0.01; // camera z near
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float zFar = 10.0; // camera z far
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float z = texture(texture0, fragTexCoord).x;
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float n = 0.1; // near plane
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float f = 100.0; // far plane
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return (2.0 * n) / (f + n - depth * (f - n));
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}
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// Linearize depth value
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float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
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// Calculate final fragment color
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finalColor = vec4(depth, depth, depth, 1.0);
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}
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void main() {
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vec2 flippedTexCoord = vec2(fragTexCoord.x, 1.0 - fragTexCoord.y);
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float depth = texture(depthTexture, flippedTexCoord).r;
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float linearDepth = linearizeDepth(depth);
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finalColor = vec4(vec3(linearDepth), 1.0);
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}
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