#version 150 out vec4 outColor; noperspective in vec2 v_texCoords; uniform sampler2D u_depth; void main () { float tmpvar_1; tmpvar_1 = texture (u_depth, v_texCoords).x; vec4 tmpvar_2; tmpvar_2.w = 1.0; tmpvar_2.x = tmpvar_1; tmpvar_2.y = tmpvar_1; tmpvar_2.z = tmpvar_1; outColor = tmpvar_2; }