in vec2 texCoord_interp; out vec4 fragColor; uniform float znear; uniform float zfar; uniform sampler2D image; void main() { float depth = texture(image, texCoord_interp).r; /* normalize */ fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear)))); fragColor.a = 1.0f; }