// // Simple passthrough vertex shader // attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec2 in_TextureCoord; varying float zDist; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; zDist = length((gm_Matrices[MATRIX_WORLD] * object_space_pos).xyz); } //######################_==_YOYO_SHADER_MARKER_==_######################@~ // // Simple passthrough fragment shader // varying float zDist; void main() { float dist = 1. - (zDist - 1.) / 100.; gl_FragColor = vec4(vec3(dist), 1.); }