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- #include "Uniforms.frag"
- #include "Samplers.frag"
- varying vec3 vTexCoord;
- void main()
- {
- #ifdef ALPHAMASK
- float alpha = texture2D(sDiffMap, vTexCoord.xy).a;
- if (alpha < 0.5)
- discard;
- #endif
- gl_FragColor = vec4(EncodeDepth(vTexCoord.z), 1.0);
- }
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