/** 
 * @file shadowF.glsl
 *
 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
 * $License$
 */

uniform sampler2D diffuseMap;

varying vec4 post_pos;

void main() 
{
	gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
	
	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}