#version 430 layout (binding = 0) uniform sampler2D DepthBuffer; uniform vec3 ClipInfo; in VertexData{ vec2 TextureCoordinate; }Input; out float depthLinear; //Just for Debug, should be depthLinear //out vec4 fragmentColor; void main() { float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r; depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]); //float depthLinear = (NearClip) / ( -depthSample + 1.0f); //fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f); }