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restore depth based world mouse position
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11
shaders/gles_depthpointer.frag
Normal file
11
shaders/gles_depthpointer.frag
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@@ -0,0 +1,11 @@
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in vec2 f_coords;
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#texture (tex1, 0, R)
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uniform sampler2D tex1;
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layout(location = 0) out uvec4 out_color;
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void main()
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{
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out_color = uvec4(uint(texture(tex1, f_coords).r * 65535.0), 0, 0, 0xFFFF);
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}
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