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#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;
}
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