#ifdef ALPHA_MASK
uniform sampler2D alphaMask;
in vec2 varTexCoord;
#endif

#ifdef POINT_LIGHT
in vec4 fragPos;
flat in int fcolor_idx;

uniform float far_plane;
#endif

void main()
{
#ifdef ALPHA_MASK
    if(texture(alphaMask, varTexCoord).r < 0.5)
        discard;
#endif
        /*
#ifdef POINT_LIGHT
    //gl_FragDepth = float(fcolor_idx)/6;
    gl_FragDepth = length(fragPos.xyz)/far_plane;
#else
    gl_FragDepth = gl_FragCoord.z;
#endif*/
    gl_FragDepth = 0.5;
}