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- #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);
- }
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