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libs/qglview/shaders/selection.vert

15 lines
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GLSL

#version 150
out float logz;
uniform float z_near, z_far;
const float C = 0.0001;
float FC = 1. / log(z_far * C + 1.);
void main(void) {
vec4 pos = qgl_ftransform();
logz = log(pos.w * C + 1.) * FC;
gl_Position = pos;
}