#version 430 uniform sampler2D DepthBuffer; uniform vec3 ClipInfo; //out float depthLinear; //Just for Debug, should be depthLinear out vec4 fragmentColor; void main() { float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r; float depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]); //float depthLinear = (NearClip) / ( -depthSample + 1.0f); fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f); }