varying vec4 vColor; uniform bool EnableDepthPreview; void main() { float depth = gl_FragCoord.z; // Convert to window coords gl_FragDepth = 0.5 * depth + 0.5; if (EnableDepthPreview) { // Front of the depth buffer is at 0, but we want to render it as bright gl_FragColor = vec4(vec3(1.0 - gl_FragDepth), 1.0); } else gl_FragColor = vColor; }