blob: 4981f778b045090da7e1de93f5fa2d4bf60d4c3e [file] [log] [blame]
precision mediump float;
varying float vDepthDistance;
const highp float kMaxDepth = 8.0; // In meters.
const float kInvalidDepthThreshold = 0.01;
vec3 TurboColormap(in float x);
// Returns a color corresponding to the depth passed in. Colors range from red
// to green to blue, where red is closest and blue is farthest.
//
// Uses Turbo color mapping :
// https://ai.googleblog.com/2019/08/turbo-improved-rainbow-colormap-for.html
vec3 DepthGetColorVisualization(in float x) {
return step(kInvalidDepthThreshold, x) * TurboColormap(x);
}
void main(void) {
highp float normalized_depth = clamp(vDepthDistance / 8.0, 0.0, 1.0);
gl_FragColor = vec4(DepthGetColorVisualization(normalized_depth), 0.75);
}
// Insert turbo.glsl here.