attempted fix for incorrect sampling of depth buffer stuffs

This commit is contained in:
MCRcortex
2025-11-10 11:23:00 +10:00
parent bf5b8d76d2
commit 560ba41fa5
3 changed files with 11 additions and 3 deletions

View File

@@ -1,8 +1,9 @@
#version 330 core
layout(binding = 0) uniform sampler2D depthTex;
layout(location = 1) uniform vec2 scaleFactor;
in vec2 UV;
void main() {
gl_FragDepth = texture(depthTex, UV).r;
gl_FragDepth = texture(depthTex, UV*scaleFactor).r;
}