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++ void MAIN()
++ {
++ ivec2 iSize = textureSize(DEPTH_TEXTURE, 0);
++ vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize);
++ vec4 depthSample = texture(DEPTH_TEXTURE, smpUV);
++
++ float zNear = CAMERA_PROPERTIES.x;
++ float zFar = CAMERA_PROPERTIES.y;
++ float zRange = zFar - zNear;
++
++ float z_n = 2.0 * depthSample.r - 1.0;
++ float d = 2.0 * zNear * zFar / (zFar + zNear - z_n * zRange);
++ d /= zFar;
++
++ FRAGCOLOR = vec4(d, d, d, 1.0);
++ }