Renderer/assets/Shaders/screentexture/drawDepthBuffer/drawDepthBuffer.fs

13 lines
221 B
GLSL

#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D depthMap;
void main()
{
float depthValue = texture(depthMap, TexCoords).r;
FragColor = vec4(vec3(depthValue), 1.0);
}