pxmlw6n2f/Gazebo_Distributed_MPI/media/materials/programs/depth_map.vert

12 lines
256 B
GLSL

uniform vec4 texelOffsets;
varying float depth;
void main()
{
gl_Position = ftransform();
gl_Position.xy += texelOffsets.zw * gl_Position.w;
//depth = -(gl_ModelViewMatrix * gl_Vertex).z; // ???
depth = gl_Position.w; // copied from old gazebo
}