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校对 04/02
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@@ -52,8 +52,8 @@ glDepthFunc(GL_LESS);
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运算符|描述
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----------|------------------
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GL_ALWAYS |永远通过测试
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GL_NEVER |永远不通过测试
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GL_ALWAYS |永远通过测试
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GL_NEVER |永远不通过测试
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GL_LESS |在片段深度值小于缓冲区的深度时通过测试
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GL_EQUAL |在片段深度值等于缓冲区的深度时通过测试
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GL_LEQUAL |在片段深度值小于等于缓冲区的深度时通过测试
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@@ -153,14 +153,14 @@ out vec4 color;
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float LinearizeDepth(float depth)
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{
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float near = 0.1;
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float far = 100.0;
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float z = depth * 2.0 - 1.0; // Back to NDC
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return (2.0 * near) / (far + near - z * (far - near));
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float near = 0.1;
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float far = 100.0;
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float z = depth * 2.0 - 1.0; // Back to NDC
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return (2.0 * near) / (far + near - z * (far - near));
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}
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void main()
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{
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{
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float depth = LinearizeDepth(gl_FragCoord.z);
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color = vec4(vec3(depth), 1.0f);
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}
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