uniform sampler2D ColorMapSampler;
varying vec4 tPos;

#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif

void main()
{
	vec4 col = texture2D(ColorMapSampler, varTexCoord);

	if (col.a < 0.70)
		discard;

	float depth = 0.5 + tPos.z * 0.5;
	gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
}
