vec3 I_0 = texture(image0_tex, image_pos + I_0_check_offset).rgb;
vec3 I_1 = texture(image1_tex, image_pos + I_1_check_offset).rgb;
vec3 diff = abs(I_1 - I_0);
- gl_FragDepth = diff.x + diff.y + diff.z;
+ gl_FragDepth = 0.125 * (diff.x + diff.y + diff.z); // Make sure we stay well under the 1.0 maximum.
}