#version 330 core out vec4 frag_color; in vec2 tex_coords; uniform sampler2D our_texture; float near = 0.1; float far = 100.0; float linearize_depth(float depth) { float ndc_z = 2.0*depth-1.0; return((2.0*near*far)/(far+near-ndc_z*(far-near))); } void main(void) { /* frag_color = texture(our_texture, tex_coords); */ float depth = linearize_depth(gl_FragCoord.z)/far; frag_color = vec4(vec3(depth), 1.0); }