#include "_included.glsl" #[modes] mode_ninepatch = #define USE_NINEPATCH #[specializations] DISABLE_LIGHTING = false #[vertex] precision highp float; precision highp int; layout(location = 0) in highp vec3 vertex; out highp vec4 position_interp; void main() { position_interp = vec4(vertex.x,1,0,1); } #[fragment] precision highp float; precision highp int; in highp vec4 position_interp; void main() { highp float depth = ((position_interp.z / position_interp.w) + 1.0); frag_color = vec4(depth); }