#version 140 void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; int depth = int(gl_Position.z); if (depth > 10000 || depth < 800) { depth = 0; } int red = 0; int blue = depth % 256; int green = depth / 256; float fRed = float(red) / 256; float fGreen = float(green) / 256; float fBlue = float(blue) / 256; gl_FrontColor = vec4(fRed, fGreen, fBlue, 1.0); }