I am programming in 3d game, very need tangent to normal mapping and write depth info of scene to render target for shadow mapping.
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Yeah, I didn’t find tangent variables in the shader. Would be very useful.
For depth you could use a separate render target or write depth to the alpha channel if you don’t need it.
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Can you describe how to write depth to the alpha channel in detail ?
You calculate the distance from the camera and assign this value to the .a
or .z
component of the gl_FragColor
. In the very basic terms and fixed camera it could be as simple as
-- Vertex shader
var_depth = (1.0 + gl_Position.z) * 1.5;
-- Fragment shader
gl_FragColor = vec4(color.rgb, var_depth);
I had it this way in one of my projects, you can change depth calculation to something more meaningful.
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Can you share me some demo or example code ? I have tried several times but failed.