Fix rendering depth pass

This commit is contained in:
fieldOfView 2018-03-13 19:44:53 +01:00
parent 0caea24afc
commit 73558c9e36
3 changed files with 10 additions and 8 deletions

View file

@ -63,9 +63,9 @@ fragment41core =
highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
encoded.b = floor(distance_to_camera / 65536.0);
encoded.g = floor((distance_to_camera - encoded.b * 65536.0) / 256.0);
encoded.r = floor(distance_to_camera - encoded.b * 65536.0 - encoded.g * 256.0);
encoded.r = floor(distance_to_camera / 65536.0);
encoded.g = floor((distance_to_camera - encoded.r * 65536.0) / 256.0);
encoded.b = floor(distance_to_camera - encoded.r * 65536.0 - encoded.g * 256.0);
frag_color.rgb = encoded / 255.;
frag_color.a = 1.0;