uniform sampler2D u_depthTexture;
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varying vec2 v_textureCoordinates;
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void main()
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{
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float z_window = czm_unpackDepth(texture2D(u_depthTexture, v_textureCoordinates));
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z_window = czm_reverseLogDepth(z_window);
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float n_range = czm_depthRange.near;
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float f_range = czm_depthRange.far;
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float z_ndc = (2.0 * z_window - n_range - f_range) / (f_range - n_range);
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float scale = pow(z_ndc * 0.5 + 0.5, 8.0);
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gl_FragColor = vec4(mix(vec3(0.0), vec3(1.0), scale), 1.0);
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}
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