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- uniform sampler2D u_depthTexture;
- varying vec2 v_textureCoordinates;
- void main()
- {
- float z_window = czm_unpackDepth(texture2D(u_depthTexture, v_textureCoordinates));
- z_window = czm_reverseLogDepth(z_window);
- float n_range = czm_depthRange.near;
- float f_range = czm_depthRange.far;
- float z_ndc = (2.0 * z_window - n_range - f_range) / (f_range - n_range);
- float scale = pow(z_ndc * 0.5 + 0.5, 8.0);
- gl_FragColor = vec4(mix(vec3(0.0), vec3(1.0), scale), 1.0);
- }
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