#version 330 core out vec4 frag_color; in vec2 tex_coords; uniform sampler2D our_texture; float near = 0.1f; float far = 100.0f; float linearize_depth(float depth) { float ndc_z = 2.0f*depth-1.0f; return((2.0f*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), 1.0f); }