uniform float mNear; uniform float mFar; uniform float opacity; uniform float logDepthBufFC; varying float vFragDepth; #include void main() { float fragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5; float depth = fragDepthEXT / gl_FragCoord.w; float color = 1.0 - smoothstep( mNear, mFar, depth ); gl_FragColor = vec4( vec3( color ), opacity ); }