varying vec3 normal; varying vec2 texCoord; #ifdef DIFFUSEMAP_ALPHA uniform sampler2D m_DiffuseMap; uniform float m_AlphaDiscardThreshold; #endif void main(void) { #ifdef DIFFUSEMAP_ALPHA if(texture2D(m_DiffuseMap,texCoord).a<m_AlphaDiscardThreshold){ discard; } #endif gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, 1.0); }