#ifndef GL_ARB_bindless_texture uniform sampler2D tex; #endif #ifdef GL_ARB_bindless_texture flat in uvec2 handle; #endif in vec2 uv; in vec4 color; out vec4 FragColor; void main(void) { #ifdef GL_ARB_bindless_texture vec4 col = texture(sampler2D(handle), uv); #else vec4 col = texture(tex, uv); #endif if (col.a < 0.5) discard; FragColor = vec4(exp(32. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); }