//agf_include "main_vertex2fragment.glsl" uniform vec4 clippingPlane; void main() { float clipSign = dot(clippingPlane.xyz, vertOut_vPosition.xyz)+clippingPlane.w; if (clipSign < 0.0) discard; vec4 clipCoord = vertOut_fClipPosition; clipCoord = clipCoord/clipCoord.w; float depth = (clipCoord.z+1.0)*0.5; gl_FragColor.rgb = vec3(depth, depth, depth); gl_FragColor.a = 1.0; }