#version 330 core
uniform sampler2D diffuseTexture;
uniform vec3 lightPosition;
in vec2 texCoord;
in vec3 worldPosition;
layout(location = 0) out float depth;
void main()
{
if (texture(diffuseTexture, texCoord).a < 0.2) discard;
depth = length(lightPosition - worldPosition);
}