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			#version 330 | 
			
		
		
	
		
			
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			// Input vertex attributes (from vertex shader) | 
			
		
		
	
		
			
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			in vec2 fragTexCoord; | 
			
		
		
	
		
			
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			in vec4 fragColor; | 
			
		
		
	
		
			
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			// Input uniform values | 
			
		
		
	
		
			
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			uniform sampler2D texture0;     // Depth texture | 
			
		
		
	
		
			
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			uniform vec4 fragTintColor; | 
			
		
		
	
		
			
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			// Output fragment color | 
			
		
		
	
		
			
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			out vec4 finalColor; | 
			
		
		
	
		
			
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			// NOTE: Add here your custom variables | 
			
		
		
	
		
			
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			void main() | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    float zNear = 0.01; // camera z near | 
			
		
		
	
		
			
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			    float zFar = 10.0;  // camera z far | 
			
		
		
	
		
			
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			    float z = texture(texture0, fragTexCoord).x; | 
			
		
		
	
		
			
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			    // Linearize depth value | 
			
		
		
	
		
			
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			    float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); | 
			
		
		
	
		
			
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			    // Calculate final fragment color | 
			
		
		
	
		
			
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			    finalColor = vec4(depth, depth, depth, 1.0f); | 
			
		
		
	
		
			
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			} |