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Custom gl_FragDepth causes flickering

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I was trying to make a deferred renderer and to make reconstructing position easier I decided to overwrite gl_FragDepth so it was linear distance from camera like so:

gl_FragDepth = (length(fragPosition.xyz)-nearPlane)/farPlane;

Where fragPosition is the vertex position multiplied by the model view matrix. This way I could just multiple the normalized view vector by the frag depth and I’ve got position. Unfortunately, this seems to cause a strange flickering behavior. What’s causing this and is there an easy way to fix it?

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