#version 330

uniform sampler2D firstTexture;
uniform sampler2D secondTexture; 

in vec4 particle_eye;
in float point_size;

out vec4 out_color;

void main(void)
{
	//set the color depending on z value
	//for debugging purposes
	float color = 1 - (point_size / 32); //divide by far plane
	//float color = particle_eye.z / 100;
	//out_color = vec4(1.0, color, color, 1.0);

	gl_FragDepth = color;
}
