36 lines
984 B
Plaintext
36 lines
984 B
Plaintext
material {
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name : DepthVisualizer,
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shadingModel : unlit,
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parameters:[
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{
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type : sampler2d,
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name : depth,
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}
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],
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requires : [
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uv0
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],
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depthWrite : true,
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depthCulling: false
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}
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fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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vec2 uv = getUV0();
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vec4 sampled = textureLod(materialParams_depth, uv, 0.0);
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//if(sampled.x + sampled.y + sampled.z < 1.0) {
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// material.baseColor = vec4(0.0, 1.0, 0.0, 1.0);
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//} else {
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// material.baseColor = vec4(1.0, 0.0, 0.0, 1.0);
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//material.baseColor = vec4(sampled.x + sampled.y + sampled.z, sampled.x + sampled.y + sampled.z, sampled.x + sampled.y + sampled.z, 1.0);
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//}
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material.baseColor = vec4(sampled.rgb, 1.0);
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//material.baseColor = vec4(1.0f, 0.0f, 1.0f, 1.0f);
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//gl_FragDepth = 0.75f;
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}
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}
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