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lets not convert depth to greyscale since this makes the exhaust and tire smoke light gray/white
tiresmoke should be a darker gray.
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@ -10,5 +10,5 @@ layout(location = 0) out vec4 color;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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float depth = textureLod(depth_tex, coord, 0).r;
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color = vec4(vec3(depth), 1.0); // Convert depth to grayscale color
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color = vec4(depth, depth*depth, sqrt(depth), 1.0); // Convert depth to color
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}
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