depth.fragment.fx 299 B

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  1. #ifdef ALPHATEST
  2. varying vec2 vUV;
  3. uniform sampler2D diffuseSampler;
  4. #endif
  5. varying float vDepthMetric;
  6. void main(void)
  7. {
  8. #ifdef ALPHATEST
  9. if (texture2D(diffuseSampler, vUV).a < 0.4)
  10. discard;
  11. #endif
  12. gl_FragColor = vec4(vDepthMetric, vDepthMetric * vDepthMetric, 0.0, 1.0);
  13. }