#version 450 layout (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 model; mat4 lightSpace; vec4 lightPos; float zNear; float zFar; } ubo; float LinearizeDepth(float depth) { float n = ubo.zNear; float f = ubo.zFar; 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); }