17 lines
320 B
GLSL
17 lines
320 B
GLSL
// Transfer material IDs to depth buffer
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D tex;
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in vec2 texCoord;
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void main() {
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const float fstep = 1.0 / 16777216.0; // 24bit
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// const float fstep = 1.0 / 65536.0; // 16bit
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gl_FragDepth = texture(tex, texCoord).r * fstep; // materialID
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}
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