#version 330 core

varying vec2 texCoord;
//varying vec4 vColor;
uniform sampler2D colorMap;
uniform int abc;

/*
void main (void)
{
	gl_FragColor = texture2D(colorMap, texCoord);
}
*/
//uniform mat4 depthMVP;

void main (void)
{
//vec2 nutexcoord;
//	nutexcoord=texCoord;
//	nutexcoord.x=1.0-nutexcoord.x;

	//gl_FragColor = texture2D(colorMap, texCoord);
    //gl_FragColor = vec4(vec3(gl_FragDepth),1.0f);
    gl_FragColor = vec4(vec3(gl_FragCoord.w),1.0f);

	//gl_FragColor = texture2D(colorMap, texCoord)*vColor;
	//gl_FragColor = texture2D(colorMap, nutexcoord);
}

/*
// Ouput data
//layout (location = 0) out float fragmentdepth;
out float fragmentdepth;

void main(){
    // Not really needed, OpenGL does it anyway
    fragmentdepth = gl_FragCoord.z;

    gl_FragColor = vec4(gl_FragCoord.z,gl_FragCoord.z,gl_FragCoord.z,1.0f);//texture2D(colorMap, texCoord);
}
*/
