#extension GL_EXT_draw_buffers : require precision highp float; precision highp int; varying vec3 vNormalV; varying vec4 vViewPos; #ifdef POSITION varying vec3 vPosition; #endif #ifdef ALPHATEST varying vec2 vUV; uniform sampler2D diffuseSampler; #endif #ifdef POSITION #include[3] #else #include[2] #endif void main() { #ifdef ALPHATEST if (texture2D(diffuseSampler, vUV).a < 0.4) discard; #endif gl_FragData[0] = vec4(vViewPos.z / vViewPos.w, 0.0, 0.0, 1.0); //color0 = vec4(vViewPos.z / vViewPos.w, 0.0, 0.0, 1.0); gl_FragData[1] = vec4(normalize(vNormalV), 1.0); //color2 = vec4(vPositionV, 1.0); #ifdef POSITION gl_FragData[2] = vec4(vPosition, 1.0); #endif }