#version 330 core 
#define GLSL_VERSION 3.00
#define PI 3.14159265359

out vec4 FragColor;

in float depth;

in vec3 FragPos;

//uniform sampler2D texture1;

void main() {
    //vec3 resultColor = vec3(1.0, 1.0, 1.0);
    
    // Calculate UV coordinates based on position
    //vec2 uv = TexCoord.xy / (1000.0 * min(1.0, 1.0)); // max w/h view
    //vec2 uv = TexCoord.xy * 25.0; // max w/h view

    //float inv=1.0-(depth * .1);

    //float customDepth = gl_FragCoord.z;
    //float customDepth = FragPos.z;
    float customDepth = gl_FragCoord.z;

    FragColor = vec4(depth, 0.0, 0.0, 1.0);
    //FragColor = vec4(customDepth, 0.0, 0.0, 1.0);
}
