15 lines
370 B
GLSL
15 lines
370 B
GLSL
uniform float mNear;
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uniform float mFar;
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uniform float opacity;
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uniform float logDepthBufFC;
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varying float vFragDepth;
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#include <common>
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void main() {
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float fragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;
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float depth = fragDepthEXT / gl_FragCoord.w;
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float color = 1.0 - smoothstep( mNear, mFar, depth );
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gl_FragColor = vec4( vec3( color ), opacity );
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}
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