~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


shadersvert_shader_depth.glsl
595 B• 9•  1 month ago•  DownloadRawClose
1 month ago•  9

{}
#version 330 core
layout (location = 0) in vec3 vin;
layout (location = 1) in vec2 vtx;
invariant gl_Position;

uniform mat4 MVP;

out float depth;

out vec3 FragPos;

void main() {
    gl_Position = MVP * vec4(vin, 1.0);

    // stencil mode
    //depth = 1;
    //if(gl_Position.z<-50) {
    //    depth = -1;
    //}

    // depth mode
    depth = gl_Position.z;
    //depth = ((gl_DepthRange.diff * (gl_Position.z / glPosition.w)) + gl_DepthRange.near + gl_DepthRange.far) / 2.0;

    FragPos = vec3(MVP * vec4(vin, 1.0));
    //depth = gl_Position.z / gl_Position.w; // Linearize if need
}

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