Depth.frag 301 B

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  1. #include "Uniforms.frag"
  2. #include "Samplers.frag"
  3. varying vec3 vTexCoord;
  4. void main()
  5. {
  6. #ifdef ALPHAMASK
  7. float alpha = texture2D(sDiffMap, vTexCoord.xy).a;
  8. if (alpha < 0.5)
  9. discard;
  10. #endif
  11. gl_FragColor = vec4(EncodeDepth(vTexCoord.z), 1.0);
  12. }