摘要:
#version 330 core out vec4 FragColor; float near = 0.1; float far = 100.0; float LinearizeDepth(float depth) { float z = depth * 2.0 - 1.0; // back to NDC return (2.0 * near * far) / (... 阅读全文
posted @ 2019-08-05 14:55
酷熊
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