#include "_included.glsl"
#[modes]
mode_ninepatch = #define USE_NINEPATCH
#[specializations]
DISABLE_LIGHTING = false
#[vertex]
precision highp float;
precision highp int;
layout(location = 0) in highp vec3 vertex;
out highp vec4 position_interp;
void main() {
position_interp = vec4(vertex.x,1,0,1);
}
#[fragment]
precision highp float;
precision highp int;
in highp vec4 position_interp;
void main() {
highp float depth = ((position_interp.z / position_interp.w) + 1.0);
frag_color = vec4(depth);
}