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/** 
 * @file shadowF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */
 


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);
}