#version 100 #extension GL_EXT_frag_depth : enable precision mediump float; // Precision required for OpenGL ES2 (WebGL) varying vec2 fragTexCoord; varying vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; void main() { vec4 texelColor = texture2D(texture0, fragTexCoord); gl_FragColor = texelColor*colDiffuse*fragColor; gl_FragDepthEXT = 1.0 - gl_FragCoord.z; }