#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; float LinearizeDepth(float depth) { float n = 1.0; // camera z near float f = 128.0; // camera z far float z = depth; return (2.0 * n) / (f + n - z * (f - n)); } void main() { float depth = texture(samplerColor, inUV).r; outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0); }