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authorDalai Felinto <dfelinto@gmail.com>2016-10-21 23:48:08 +0300
committerDalai Felinto <dfelinto@gmail.com>2016-10-21 23:51:10 +0300
commitdeb77c0e7490ed300a7688bf462de85f36ee1ca3 (patch)
tree20cdff4359e403193a41b886b5bcf834c195b463 /source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
parent4c3624a7a0c2a2bdae254a7c37cb6a7f528df0be (diff)
Viewport: create a shader to show depth images linearized
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl22
1 files changed, 22 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
new file mode 100644
index 00000000000..7f76fbf03be
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
@@ -0,0 +1,22 @@
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
+uniform float znear;
+uniform float zfar;
+uniform sampler2D image;
+
+void main()
+{
+ float depth = texture2D(image, texCoord_interp).r;
+
+ /* normalize */
+ fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));
+ fragColor.a = 1.0f;
+}