source:
code/branches/tutorial/Tutorial/Media/materials/programs/DepthShadowmapCasterFp.glsl
@
134
| Last change on this file since 134 was 25, checked in by nicolasc, 18 years ago | |
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| File size: 300 bytes | |
| Line | |
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| 1 | |
| 2 | varying vec2 depth; |
| 3 | |
| 4 | void main() |
| 5 | { |
| 6 | #if LINEAR_RANGE |
| 7 | float finalDepth = depth.x; |
| 8 | #else |
| 9 | float finalDepth = depth.x / depth.y; |
| 10 | #endif |
| 11 | // just smear across all components |
| 12 | // therefore this one needs high individual channel precision |
| 13 | gl_FragColor = vec4(finalDepth, finalDepth, finalDepth, 1); |
| 14 | |
| 15 | } |
| 16 |
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