#version 300 es precision highp float; uniform float lightClipNear; uniform float lightClipFar; float LinearDepth(float depth, float near, float far) { return (2.0 * near) / (far + near - depth * (far - near)); } void main() { gl_FragDepth = LinearDepth(gl_FragCoord.z, lightClipNear, lightClipFar); }