in vec2 texCoord;
//in vec3 vNormal;

uniform sampler2D colorMap;

uniform vec4 glColor;



void main (void)
{
	float depth = gl_FragCoord.z;

        float zNear = 0.1;
        float zFar = 200.0;
        depth = (2.0 * zNear) / (zFar + zNear - depth * (zFar - zNear));

	gl_FragColor = vec4(depth, depth, depth, 1.0);
	//gl_FragColor = texture2D(colorMap, texCoord)*glColor;

	//if (vNormal.x<-1000.0) ///huh
	//	gl_FragColor *=0.999;
}
