#ifdef GL_ES precision highp float; #endif #ifdef ALPHATEST varying vec2 vUV; uniform sampler2D diffuseSampler; #endif uniform float far; void main(void) { #ifdef ALPHATEST if (texture2D(diffuseSampler, vUV).a < 0.4) discard; #endif float depth = (gl_FragCoord.z / gl_FragCoord.w) / far; gl_FragColor = vec4(depth, depth * depth, 0.0, 1.0); }