diff --git a/Shaders/display.frag b/Shaders/display.frag
index 038369bc7..acb54c65e 100644
--- a/Shaders/display.frag
+++ b/Shaders/display.frag
@@ -7,6 +7,7 @@ uniform sampler2D lighting_tex;
 //uniform sampler2D ao_tex;
 uniform float exposure;
 uniform bool showBuffers;
+uniform bool fg_DepthInColor;
 
 vec3 HDR(vec3 L) {
     L = L * exposure;
@@ -19,22 +20,22 @@ vec3 HDR(vec3 L) {
 void main() {
     vec2 coords = gl_TexCoord[0].xy;
     vec4 color;
-	if (showBuffers) {
-		if (coords.x < 0.2 && coords.y < 0.2) {
-			color = texture2D( normal_tex, coords * 5.0 );
-		} else if (coords.x >= 0.8 && coords.y >= 0.8) {
-			color = texture2D( specular_tex, (coords - vec2( 0.8, 0.8 )) * 5.0 );
-		} else if (coords.x >= 0.8 && coords.y < 0.2) {
-			color = texture2D( color_tex, (coords - vec2( 0.8, 0.0 )) * 5.0 );
-//		} else if (coords.x < 0.2 && coords.y >= 0.8) {
-//			color = texture2D( ao_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
-		} else {
-			color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
-			//color = vec4( HDR( color.rgb ), 1.0 );
-		}
-	} else {
-		color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
-		//color = vec4( HDR( color.rgb ), 1.0 );
-	}
+    if (showBuffers) {
+        if (coords.x < 0.2 && coords.y < 0.2) {
+            color = texture2D( normal_tex, coords * 5.0 );
+        } else if (coords.x >= 0.8 && coords.y >= 0.8) {
+            color = texture2D( specular_tex, (coords - vec2( 0.8, 0.8 )) * 5.0 );
+        } else if (coords.x >= 0.8 && coords.y < 0.2) {
+            color = texture2D( color_tex, (coords - vec2( 0.8, 0.0 )) * 5.0 );
+        } else if (coords.x < 0.2 && coords.y >= 0.8 && fg_DepthInColor) {
+            color = texture2D( depth_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
+        } else {
+            color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
+            //color = vec4( HDR( color.rgb ), 1.0 );
+        }
+    } else {
+        color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
+        //color = vec4( HDR( color.rgb ), 1.0 );
+    }
     gl_FragColor = color;
 }