#version 330 core #extension GL_ARB_shading_language_420pack : enable layout(binding = 3) uniform sampler2D textureAlbedo; include(`materialInterface.glsl') include(`materialCommon.glsl') in vec2 texCoord; flat in MaterialDetail material; void main() { if (getTextureColour(material, texCoord).a < 0.5) { discard; } gl_FragDepth = gl_FragCoord.z; }