From dcf84e28b5367dfa737cc2dfbf8d4c1afbf21cba Mon Sep 17 00:00:00 2001 From: talha Date: Sat, 6 Apr 2024 20:25:30 +0500 Subject: Completed blending --- .../stencil_testing/shaders/depth_test.fs.glsl | 30 ++++++++++++++++++++++ 1 file changed, 30 insertions(+) create mode 100644 source/lessons/stencil_testing/shaders/depth_test.fs.glsl (limited to 'source/lessons/stencil_testing/shaders/depth_test.fs.glsl') diff --git a/source/lessons/stencil_testing/shaders/depth_test.fs.glsl b/source/lessons/stencil_testing/shaders/depth_test.fs.glsl new file mode 100644 index 0000000..796d849 --- /dev/null +++ b/source/lessons/stencil_testing/shaders/depth_test.fs.glsl @@ -0,0 +1,30 @@ +#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); +} -- cgit v1.2.3