uniform sampler2D ColorMapSampler; varying vec4 tPos; #ifdef GL_ES varying mediump vec2 varTexCoord; #else centroid varying vec2 varTexCoord; #endif void main() { vec4 col = texture2D(ColorMapSampler, varTexCoord); if (col.a < 0.70) discard; float depth = 0.5 + tPos.z * 0.5; gl_FragColor = vec4(depth, 0.0, 0.0, 1.0); }