uniform vec3 color = vec3(1.0, 1.0, 1.0); layout(location = 2) uniform sampler2D textureData; layout(location = 1) uniform float y_scale; in vec2 interpolatedTextureCoordinates; in float interpolated_frag_depth; out vec4 fragmentColor; void main() { fragmentColor.rgb = color*texture(textureData, interpolatedTextureCoordinates).rgb; fragmentColor.a = 1.0; gl_FragDepth = -interpolated_frag_depth * y_scale; }