#version 120 void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; float x = gl_Position.x; float y = gl_Position.y; float z = gl_Position.z; int depth = int(sqrt(x * x + y * y + z * z)); if (depth < 800) { depth = 0; } if (depth > 10000) { depth = 10000; } float d = float(depth) / 10000.0; gl_FrontColor = vec4(d, d, d, 1.0); }