#version 150 uniform sampler2D u_albedoSampler; uniform int u_hasTexture; in vec2 v_texCoord; out vec2 outColor; void main () { if ((u_hasTexture != 0)) { vec4 tmpvar_1; tmpvar_1 = texture (u_albedoSampler, v_texCoord); if ((tmpvar_1.w <= 0.1)) { discard; }; }; vec2 tmpvar_2; tmpvar_2.x = gl_FragCoord.z; tmpvar_2.y = (gl_FragCoord.z * gl_FragCoord.z); outColor = tmpvar_2; }