    if (specialData == 0)
    {
        float depth = sqrt(eyePos.x * eyePos.x + eyePos.y * eyePos.y + eyePos.z * eyePos.z);
        if (depth > 64.0) discard;
        depth = clamp(depth / 64.0, 0.0, 1.0);
        float val = dot(gl_FragData[0].rgb, grey) * .5;
        gl_FragData[0].rgb = vec3(1.0) - col * (depth + val - depth * val);
    }