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source: downloads/Samples/Media/materials/programs/DepthShadowmapCasterFp.glsl @ 3

Last change on this file since 3 was 3, checked in by anonymous, 17 years ago

=update

File size: 300 bytes
Line 
1
2varying vec2 depth;
3
4void 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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