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Update write_depth.fs
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#version 330
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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void main()
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void main()
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{
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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vec4 texelColor = texture(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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finalColor = texelColor*colDiffuse*fragColor;
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gl_FragDepth = 1.0 - gl_FragCoord.z;
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gl_FragDepth = 1.0 - finalColor.z;
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}
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}
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