uniform sampler2D tex; uniform float zn; uniform float zf; out float Depth; void main() { vec2 uv = gl_FragCoord.xy / u_screen; float d = texture(tex, uv).x; float c0 = zn * zf, c1 = zn - zf, c2 = zf; Depth = c0 / (d * c1 + c2); }