#version 150 in vec2 depth; //out vec4 fragColour; void main() { #if LINEAR_RANGE float finalDepth = depth.x; #else float finalDepth = depth.x;// / depth.y; #endif // just smear across all components // therefore this one needs high individual channel precision // fragColour = vec4(finalDepth, finalDepth, finalDepth, 1); gl_FragDepth = finalDepth; }