#include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" varying vec3 vTexCoord; void VS() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); vTexCoord = vec3(GetTexCoord(iTexCoord), GetDepth(gl_Position)); } void PS() { #ifdef ALPHAMASK float alpha = texture2D(sDiffMap, vTexCoord.xy).a; if (alpha < 0.5) discard; #endif gl_FragColor = vec4(EncodeDepth(vTexCoord.z), 1.0); }