#version 330 core
#define GLSL_VERSION 3.00
#define PI 3.14159265359
out vec4 FragColor;
in float depth;
//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);
FragColor = vec4(depth, 0.0, 0.0, 1.0);
}