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