#version 120 uniform sampler2D diffuseMap; varying vec2 diffuseMapUV; varying float alphaPassthrough; void main() { float alpha = texture2D(diffuseMap, diffuseMapUV).a * alphaPassthrough; const float alphaRef = 0.499; if (alpha < alphaRef) discard; // DO NOT write to color! // This is a post-pass of transparent objects in charge of only updating depth buffer. }