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2025-08-25 16:30:02 +08:00
varying vec4 vertex_depth;
uniform sampler2D tex;
varying vec2 uv;
void main()
{
if (texture2D(tex, uv).a < 0.5)
{
discard;
}
float depth = (vertex_depth.z) / vertex_depth.w;
gl_FragColor = vec4(depth, depth, depth, 1.0);
}