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/**
* @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);
}
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