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

out float fragmentdepth;

#ifdef POINT_LIGHT
in vec4 FragPos;

uniform vec3 pointLight;
uniform float far_plane;
#endif

void main()
{
    #ifdef ALPHA_MASK
    if(texture(alphaMask, varTexCoord).r < 0.5)
        discard;
    #endif
	
	#ifdef POINT_LIGHT
    fragmentdepth = length(FragPos.xyz - pointLight)/far_plane;
	#else
    fragmentdepth = gl_FragCoord.z;
	#endif
}