Just write a fragment shader that looks up a 1D texture (containing a color
gradient) based on the fragment's Z coordinate.

You could whip up a demo of this in something like ShaderToy very quickly;

On Thu, Jul 28, 2016 at 7:49 AM, Dario Minieri <para...@cheapnet.it> wrote:

> Hi,
>
> I would to implement a rendering pass which emulates a sidescan sonar. In
> practice I would to rendering an image of current frustum view "colored" in
> base to distance of objects.  Can you suggest to me a good way to achieve
> that? I think I have to work about depth map but maybe you can suggest to
> me some example which works around this problem.
>
> Thank you!
>
> Cheers,
> Dario
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68219#68219
>
>
>
>
>
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