#if __VERSION__ == 120 varying vec2 texCoord_interp; #define fragColor gl_FragColor #else in vec2 texCoord_interp; out vec4 fragColor; #define texture2D texture #endif uniform float znear; uniform float zfar; uniform sampler2D image; void main() { float depth = texture2D(image, texCoord_interp).r; /* normalize */ fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear)))); fragColor.a = 1.0f; }