TDT4230_final_project/res/shaders/post.frag

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#version 430 core
layout(location = 0) out vec4 color_out;
layout(binding = 0) uniform sampler2D framebuffer;
layout(binding = 1) uniform sampler2D depthbuffer;
uniform uint windowWidth;
uniform uint windowHeight;
uniform float time;
void main() {
vec2 dx = vec2(1,0) * 1.0/windowWidth;
vec2 dy = vec2(0,1) * 1.0/windowHeight;
vec2 UV = gl_FragCoord.xy / vec2(windowWidth, windowHeight);
float z = pow(texture(depthbuffer, UV).r , 0x800);
z = abs(z*2-1)*1.2;
color_out = vec4(vec3(texture(depthbuffer, UV).r), 1.0);
}