#version 460 core #extension GL_ARB_shading_language_include : enable layout(binding = 3) uniform sampler2D textureAlbedo; #include "materialCommon.glsl" #include "materialDetail.glsl" in vec2 texCoord; flat in MaterialDetail material; void main() { if (getTextureColour(material, texCoord).a < 0.5) { discard; } gl_FragDepth = gl_FragCoord.z; }