#version 430 core out vec4 fragColor; float linearizeDepth(float depth, float near, float far) { return (-2.0 * near * far) / ((far - near) * depth - (far + near)); } void main() { float linearDepth = linearizeDepth(gl_FragCoord.z, 0.05, 20.0); fragColor = vec4(1- linearDepth / 20.0, 1- linearDepth / 20.0, 1- linearDepth / 20.0, 1.0); }