Files
OpenRA/glsl/color.frag
2016-08-27 15:43:20 +01:00

18 lines
358 B
GLSL

varying vec4 vColor;
uniform bool EnableDepthPreview;
void main()
{
float depth = gl_FragCoord.z;
// Convert to window coords
gl_FragDepth = 0.5 * depth + 0.5;
if (EnableDepthPreview)
{
// Front of the depth buffer is at 0, but we want to render it as bright
gl_FragColor = vec4(vec3(1.0 - gl_FragDepth), 1.0);
}
else
gl_FragColor = vColor;
}