#version 330 core
in vec2 ioUV;
out vec3 outColor;
uniform sampler2D uTexture;
uniform float uNear;
uniform float uFar;
void main() {
float z = texture(uTexture, ioUV).r;
float c = (z - uNear) / (uFar - uNear);
outColor = vec3(c);
}