uniform_float uFactor { step = 0.1; min = 0.01; max = 20.0; default = 1.0; display_name = "#{BuiltInShaders:DisplayDepthFactorName}"; description = "#{BuiltInShaders:DisplayDepthFactorDescription}"; } fragment main { omw_In vec2 omw_TexCoord; void main() { omw_FragColor = vec4(vec3(omw_GetLinearDepth(omw_TexCoord) / omw.far * uFactor), 1.0); } } technique { passes = main; description = "#{BuiltInShaders:DisplayDepthDescription}"; author = "OpenMW"; version = "1.0"; }