2d map, physics, and vptree implementation for sv
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#version 150
uniform sampler2DRect tex0;
in vec2 varyingtexcoord;
out vec4 outputColor;
void main()
{
float depth = texture(tex0, varyingtexcoord).r;
float remappedDepth = mix(0.0, 1.0, depth); // Maps 0-1 to 0.5-1
//float adjustedDepth = pow(depth, 0.5);
outputColor = vec4(1.0 - depth, 1.0 - depth, 1.0 - depth, 1.0);
}