Removing out gl_FragDepth as nvidia driver complains about it.
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@ -1,7 +1,5 @@
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#version 150
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out float gl_FragDepth;
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void main() {
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gl_FragDepth = gl_FragCoord.z;
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}
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@ -4,8 +4,6 @@ in vec4 fragPosition;
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uniform float farPlane;
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out float gl_FragDepth;
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void main() {
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float nearPlane = 0.1;
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float A = -(farPlane+nearPlane)/(farPlane-nearPlane);
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