Renderer/assets/Shaders/core/volumeBuffer/volumetric.fs
austin de1ddecfba
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studiorailgun/Renderer/pipeline/head This commit looks good
move shaders around
2024-09-02 15:49:23 -04:00

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GLSL

#version 330 core
uniform float linearCoef;
uniform float quadCoef;
uniform float near;
uniform float far;
float LinearizeDepth(float depth);
void main(){
// float coord = gl_FragCoord.x;
// if(coord != 1){
// gl_FragDepth = 0;
// } else {
// gl_FragDepth = 1;
// }
float depthRaw = gl_FragCoord.z;
// if(depthRaw != 1){
// depthRaw = 0;
// }
float finalValue = LinearizeDepth(depthRaw) / sqrt(far);//min(depthRaw * linearCoef + depthRaw * depthRaw * quadCoef,1);
gl_FragDepth = finalValue;
}
//
//Util
//
float LinearizeDepth(float depth){
float z = depth * 2.0 - 1.0; // back to NDC
return (2.0 * near * far) / (far + near - z * (far - near));
}