//shader:vertex #version 410 layout(location=0) in vec3 vertPosIn; uniform mat4 modelMat; uniform mat4 projViewMat; void main() { gl_Position = projViewMat * modelMat * vec4(vertPosIn, 1); } //shader:fragment #version 410 void main() { // This implicitly writes to the depth buffer with no color operations // Equivalent: gl_FragDepth = gl_FragCoord.z; }