1varying vec3 normal; 2varying vec2 texCoord; 3 4 5#ifdef DIFFUSEMAP_ALPHA 6 uniform sampler2D m_DiffuseMap; 7 uniform float m_AlphaDiscardThreshold; 8#endif 9 10void main(void) 11{ 12 13 #ifdef DIFFUSEMAP_ALPHA 14 if(texture2D(m_DiffuseMap,texCoord).a<m_AlphaDiscardThreshold){ 15 discard; 16 } 17 #endif 18 gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, 1.0); 19 20} 21 22