uniform sampler2D U_MainTexture; varying vec2 V_Texcoord; void main() { //float depthValue=pow(texture2D(U_MainTexture,V_Texcoord).r,8.0); //gl_FragColor=vec4(vec3(depthValue),1.0); gl_FragColor=texture2D(U_MainTexture,V_Texcoord); }