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- #version 150
- uniform sampler2D u_albedoSampler;
- uniform int u_hasTexture;
- uniform vec3 u_lightPos;
- uniform float u_farPlane;
- in vec4 v_fragPos;
- in vec2 v_finalTexCoord;
- void main ()
- {
- if ((u_hasTexture != 0)) {
- vec4 tmpvar_1;
- tmpvar_1 = texture (u_albedoSampler, v_finalTexCoord);
- if (((tmpvar_1.w * 255.0) < 1.0)) {
- discard;
- };
- };
- vec3 x_2;
- x_2 = (v_fragPos.xyz - u_lightPos);
- gl_FragDepth = (sqrt(dot (x_2, x_2)) / u_farPlane);
- }
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