#version 100 #extension GL_EXT_frag_depth : enable precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; void main() { vec4 texelColor = texture2D(texture0, fragTexCoord); gl_FragColor = texelColor*colDiffuse*fragColor; gl_FragDepthEXT = 1.0 - gl_FragCoord.z; }