void main() { | |
// Non-linear depth value | |
float z = gl_FragCoord.z; | |
// Near and far planes from the projection | |
// In practice, these values can be used to tweak | |
// the focus range | |
float n = UNI_near; | |
float f = UNI_far; | |
// Linear depth value | |
z = (2.0 * n) / (f + n - z * (f - n)); | |
gl_FragColor = vec4(z, z, z, 1.0); | |
} |