#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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