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authortalha <talha@talhaamir.xyz>2024-04-11 01:51:35 +0500
committertalha <talha@talhaamir.xyz>2024-04-11 01:51:35 +0500
commit56b932fe77b313e7c7ca2c5b359dc84348667602 (patch)
tree7ce0acf9bbd854b60609d4bca0853db761a8db3e /source/lessons/blending/shaders/depth_test.fs.glsl
parentdcf84e28b5367dfa737cc2dfbf8d4c1afbf21cba (diff)
Completed framebuffers (chapter also gave a brief intro to kernels)
Diffstat (limited to 'source/lessons/blending/shaders/depth_test.fs.glsl')
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diff --git a/source/lessons/blending/shaders/depth_test.fs.glsl b/source/lessons/blending/shaders/depth_test.fs.glsl
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+#version 330 core
+
+
+in vec2 TexCoords;
+in vec3 VertexWorldPos;
+uniform sampler2D TexId;
+out vec4 FragColor;
+
+uniform float near = 0.1f;
+uniform float far = 100.0f;
+
+/* @note
+float linear_fragment_depth = MakeDepthLinear(non_linear_fragment_depth);
+float scaled_lfd = linear_fragment_depth/far;
+
+gives us the z value in eye space.
+This is purely for learning purposes.
+The equation used in MakeDepthLinear is derived from the PerspectiveProjectionMatrix.
+Take a look at the equation for that in the codebase
+or here: https://www.songho.ca/opengl/gl_projectionmatrix.html
+*/
+float MakeDepthLinear(float depth) {
+ float ndc = 2.0f*depth - 1;
+ float linear_depth = (2.0 * far * near)/(far + near - ndc*(far - near));
+ return linear_depth;
+}
+
+void main() {
+ FragColor = texture(TexId, TexCoords);
+}