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- uniform sampler2D ColorMapSampler;
- varying vec4 tPos;
- void main()
- {
- vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
- if (col.a < 0.70)
- discard;
- float depth = 0.5 + tPos.z * 0.5;
- gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
- }
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