#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerPosition; layout (binding = 2) uniform sampler2D samplerNormal; layout (binding = 3) uniform sampler2D samplerAlbedo; layout (binding = 5) uniform sampler2DArray samplerDepth; layout (location = 0) in vec3 inUV; layout (location = 0) out vec4 outFragColor; float LinearizeDepth(float depth) { float n = 0.1; // camera z near float f = 64.0; // camera z far float z = depth; return (2.0 * n) / (f + n - z * (f - n)); } void main() { // Display depth from light's point-of-view // inUV.w = number of light source float depth = texture(samplerDepth, vec3(inUV)).r; outFragColor = vec4(vec3(1.0 - LinearizeDepth(depth)), 0.0); }