19 lines
326 B
GLSL
19 lines
326 B
GLSL
#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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#ifdef _NormalMapping
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#define _Texturing
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#endif
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in vec4 position;
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void main() {
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float normalizedDistance = position.z / position.w;
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normalizedDistance += 0.005;
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gl_FragColor = vec4(normalizedDistance, normalizedDistance, normalizedDistance, 1.0);
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}
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