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Update depth_render.fs
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@ -1,5 +1,7 @@
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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@ -14,8 +16,7 @@ void main()
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{
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// Handle potential Y-flipping
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vec2 texCoord = fragTexCoord;
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if (flipY)
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texCoord.y = 1.0 - texCoord.y;
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if (flipY) texCoord.y = 1.0 - texCoord.y;
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// Sample depth texture
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float depth = texture2D(depthTexture, texCoord).r;
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@ -25,4 +26,4 @@ void main()
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// Output final color
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gl_FragColor = vec4(vec3(linearDepth), 1.0);
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}
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}
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