Last change
on this file since 72 was
44,
checked in by bknecht, 17 years ago
|
merge from tutorial branche to trunk
|
File size:
300 bytes
|
Rev | Line | |
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[25] | 1 | |
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| 2 | varying vec2 depth; |
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| 3 | |
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| 4 | void main() |
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| 5 | { |
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| 6 | #if LINEAR_RANGE |
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| 7 | float finalDepth = depth.x; |
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| 8 | #else |
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| 9 | float finalDepth = depth.x / depth.y; |
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| 10 | #endif |
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| 11 | // just smear across all components |
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| 12 | // therefore this one needs high individual channel precision |
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| 13 | gl_FragColor = vec4(finalDepth, finalDepth, finalDepth, 1); |
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| 14 | |
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| 15 | } |
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| 16 | |
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