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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);
}