#line 10 void xlat_main( in highp vec4 position, in highp vec2 uv, in highp vec2 depth, out highp vec4 result, sampler2D diffuseMap ) { #line 12 highp float alpha = texture2D( diffuseMap, uv).w; if ((alpha > 0.001)){ result = vec4( 1.0, 1.0, 1.0, 0.0); } else{ #line 19 highp float finalDepth = (depth.x / depth.y); result = vec4( vec3( finalDepth), 1.0); } } uniform sampler2D xlu_diffuseMap; varying highp vec2 xlv_TEXCOORD0; varying highp vec2 xlv_TEXCOORD1; void main() { highp vec4 xlt_result; xlat_main( vec4(0.0), vec2(xlv_TEXCOORD0), vec2(xlv_TEXCOORD1), xlt_result, xlu_diffuseMap); gl_FragData[0] = vec4(xlt_result); ; } // uniforms: // diffuseMap: type 25 arrsize 0