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			14 lines
		
	
	
		
			241 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			14 lines
		
	
	
		
			241 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
uniform sampler2D ColorMapSampler;
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varying vec4 tPos;
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void main()
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{
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	vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
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	if (col.a < 0.70)
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		discard;
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	float depth = 0.5 + tPos.z * 0.5;
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	gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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}
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