depth.fs 247 B

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  1. #version 120
  2. uniform sampler2D diffuse;
  3. uniform float alpha_test;
  4. void main() {
  5. float alpha = texture2D(diffuse, gl_TexCoord[0].xy).a;
  6. if (alpha < alpha_test) {
  7. discard;
  8. }
  9. gl_FragColor = vec4(gl_FragCoord.zzz, 1.0);
  10. }