#ifdef ALPHATEST varying vec2 vUV; uniform sampler2D diffuseSampler; #endif varying float vDepthMetric; void main(void) { #ifdef ALPHATEST if (texture2D(diffuseSampler, vUV).a < 0.4) discard; #endif gl_FragColor = vec4(vDepthMetric, vDepthMetric * vDepthMetric, 0.0, 1.0); }