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      1 void main() {
      2     // Non-linear depth value
      3     float z = gl_FragCoord.z;
      4     // Near and far planes from the projection
      5     // In practice, these values can be used to tweak
      6     // the focus range
      7     float n = UNI_near;
      8     float f = UNI_far;
      9     // Linear depth value
     10     z = (2.0 * n) / (f + n - z * (f - n));
     11 
     12     gl_FragColor = vec4(z, z, z, 1.0);
     13 }
     14