~plainCterraindatashaders
42 itemsDownload ./*

..
frag_shader_clouds.glsl
frag_shader_cube.glsl
frag_shader_depth.glsl
frag_shader_fire.glsl
frag_shader_fireball.glsl
frag_shader_lava.glsl
frag_shader_line.glsl
frag_shader_main.glsl
frag_shader_moon.glsl
frag_shader_post.glsl
frag_shader_sky.glsl
frag_shader_stencil.glsl
frag_shader_sun.glsl
frag_shader_t3d.glsl
frag_shader_terrain.glsl
frag_shader_text.glsl
frag_shader_ui.glsl
frag_shader_vortex.glsl
frag_shader_water2.glsl
frag_shader_water_depth.glsl
frag_shader_water_height.glsl
vert_shader_clouds.glsl
vert_shader_cube.glsl
vert_shader_depth.glsl
vert_shader_fire.glsl
vert_shader_fireball.glsl
vert_shader_lava.glsl
vert_shader_line.glsl
vert_shader_main.glsl
vert_shader_moon.glsl
vert_shader_post.glsl
vert_shader_sky.glsl
vert_shader_stencil.glsl
vert_shader_sun.glsl
vert_shader_t3d.glsl
vert_shader_terrain.glsl
vert_shader_text.glsl
vert_shader_ui.glsl
vert_shader_vortex.glsl
vert_shader_water2.glsl
vert_shader_water_depth.glsl
vert_shader_water_height.glsl


shadersfrag_shader_water_depth.glsl
694 B• 9•  1 month ago•  DownloadRawClose
1 month ago•  9

{}
#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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