/* Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. */ #ifdef GL_ES precision mediump float; #endif varying vec4 position; void main(void) { // Normalized device coordinates float z = position.z / position.w; float f = gl_DepthRange.far; float n = gl_DepthRange.near; // Window coordinates z = ((f - n) / 2.0) * z + (f + n) / 2.0; gl_FragColor = vec4(vec3(z), 1.0); }