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#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);
}
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