#version 150 uniform sampler2DRect tex0; in vec2 varyingtexcoord; out vec4 outputColor; void main() { float depth = texture(tex0, varyingtexcoord).r; float remappedDepth = mix(0.0, 1.0, depth); // Maps 0-1 to 0.5-1 //float adjustedDepth = pow(depth, 0.5); outputColor = vec4(1.0 - depth, 1.0 - depth, 1.0 - depth, 1.0); }