layout (std140) uniform Camera
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec3 position;
float padding;
} camera;
uniform float maxDistance;
in vec3 pos;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = vec4(distance(pos, camera.position) / maxDistance, 0.0, 0.0, 0.0);
}