OGRE_NATIVE_GLSL_VERSION_DIRECTIVE #include OGRE_UNIFORMS( uniform vec3 cameraPosition; ) MAIN_PARAMETERS IN(vec4 position, POSITION) IN(vec3 positionWS, TEXCOORD0) MAIN_DECLARATION { vec4 depth = vec4(length(positionWS - cameraPosition), 0.0, 0.0, 1.0); gl_FragColor = depth; }