//Author : Vrej Melkonian
//Date : Friday, June 25, 2004
//
//Fragment Shader, GLSL 1.00
//Derived from ARBfp1.0 with filename f_depthmap.txt
//
//The Render Target should be a floating point texture
void
main()
{
//Calculate depth
vec4
len;
len.x =
dot
(
gl_TexCoord
[0],
gl_TexCoord
[0]);
len =
vec4
(len.x, len.x, len.x, len.x);
len.w =
inversesqrt
(len.w);
len *= len.w;
//The range of len is not limited to [0..1]
//We need floating point Render Target!!!
gl_FragColor
= len;
}
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