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- #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);
- }
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