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#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
in vec2 in_texcoord_0;
out vec2 uv;
void main() {
gl_Position = vec4(in_position, 1.0);
uv = in_texcoord_0;
}
#elif defined FRAGMENT_SHADER
layout(location=0) out vec4 out_color;
in vec2 uv;
uniform sampler2D texture0;
uniform float near;
uniform float far;
void main() {
float z = texture(texture0, uv).r;
float d = (2.0 * near) / (far + near - z * (far - near));
out_color = vec4(d);
}
#endif
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