fast-nuclear-sim/assets/shader/light.fsh

14 lines
196 B
GLSL

#version 460 core
in vec4 frag_pos;
out vec4 frag_colour;
void main()
{
float distance = length(frag_pos);
frag_colour = vec4(vec3(distance / 50.0f), 1);
gl_FragDepth = distance / 50.0f;
}