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GLSL & GL_FLOAT & FBO

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I'm trying to get floating point textures working in conjunction with FBO's and GLSL. My FBO works fine for regular textures, but i'm getting nothing when binding to a floating point texture. I'm trying to implement depth of field, by rendering the scene depth from the camera's point of view into a floating point texture, as described in the following paper - clicky And then in the fragment shader, convert the normalised depth value (z) to object space (Z) ... Z = (near*far)/(far-z*(far-near)) But for some reason this doesn't seem to work... I read somewhere that in GLSL ifyou don't want to do a depth comparison on a depth texture, you have to bind it with sampler2DProj, and read it with texture2DProj. Well, I've tried that, and it doesn't work either. Any help would be appreciated.

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post code Please... as for depth comparisons that only applies to GL_DEPTH_COMPONENT textures. And that correct idea for depth comparisons with the samplers is to use shadow samplers with textures that have the GL_DEPTH_COMPONENT parameter for any given texture object. Now if you want to use a depth texture with out comparisons you need to


glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);



when you setup your texture object. Also you may be using your FBO incorrectly. So code would be helpful to everyone who could help you. :)

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