#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; // Depth texture uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables void main() { float zNear = 0.01; // camera z near float zFar = 10.0; // camera z far float z = texture(texture0, fragTexCoord).x; // Linearize depth value float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); // Calculate final fragment color finalColor = vec4(depth, depth, depth, 1.0f); }