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Merge pull request #62297 from m-kuhn/glsl_330
Fix depth map for GLSL compatibility
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commit
3b1627a8fd
@ -9,7 +9,7 @@ out vec4 fragColor;
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void main()
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void main()
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{
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{
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float z = texture2D( depthTexture, texCoord ).r;
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float z = texture( depthTexture, texCoord ).r;
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fragColor.b = float( int(z * 255) ) / 255.0;
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fragColor.b = float( int(z * 255) ) / 255.0;
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z = z * 255.0 - fragColor.b * 255.0;
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z = z * 255.0 - fragColor.b * 255.0;
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fragColor.g = float( int(z * 255) ) / 255.0;
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fragColor.g = float( int(z * 255) ) / 255.0;
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