pxmlw6n2f/Gazebo_Distributed_MPI/media/materials/programs/shadow_caster_fp.glsl

13 lines
256 B
GLSL

// uniform vec4 depth_range;
varying vec4 vertex_depth;
void main()
{
float depth = (vertex_depth.z) / vertex_depth.w;
// Linear
// float depth = (vertex_depth.z - depth_range.x) / depth_range.w;
gl_FragColor = vec4(depth, depth, depth, 1.0);
}