#version 330 core
#define GLSL_VERSION 3.00
#define PI 3.14159265359
out vec4 FragColor;
//in vec2 TexCoord;
//in float time;
in float depth;
in vec3 FragPos;
//uniform sampler2D texture1;
//uniform vec3 sunPos;
//uniform vec3 moonPos;
void main() {
//vec3 resultColor = vec3(1.0, 1.0, 1.0);
// Calculate UV coordinates based on position
//vec2 uv = TexCoord.xy / (1000.0 * min(1.0, 1.0)); // max w/h view
//vec2 uv = TexCoord.xy * 25.0; // max w/h view
//float inv=1.0-(depth * .1);
//float customDepth = FragPos.z;
//float customDepth = gl_FragCoord.z;
FragColor = vec4(depth, 0.0, 0.0, 1.0);
//FragColor = vec4(customDepth, 0.0, 0.0, 1.0);
}
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