14 lines
331 B
GLSL
14 lines
331 B
GLSL
#version 150
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in vec4 fragPosition;
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uniform float farPlane;
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void main() {
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float nearPlane = 0.1;
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float A = -(farPlane+nearPlane)/(farPlane-nearPlane);
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float B = -2*(farPlane*nearPlane)/(farPlane - nearPlane);
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float value = 0.5*(-A*length(fragPosition) + B)/length(fragPosition) + 0.5;
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gl_FragDepth = value;
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}
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