depth.fragment.fx 354 B

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  1. #ifdef GL_ES
  2. precision highp float;
  3. #endif
  4. #ifdef ALPHATEST
  5. varying vec2 vUV;
  6. uniform sampler2D diffuseSampler;
  7. #endif
  8. uniform float far;
  9. void main(void)
  10. {
  11. #ifdef ALPHATEST
  12. if (texture2D(diffuseSampler, vUV).a < 0.4)
  13. discard;
  14. #endif
  15. float depth = (gl_FragCoord.z / gl_FragCoord.w) / far;
  16. gl_FragColor = vec4(depth, depth * depth, 0.0, 1.0);
  17. }