    if (specialData == 0)
    {
        float depth = sqrt(eyePos.x * eyePos.x + eyePos.y * eyePos.y + eyePos.z * eyePos.z);
        if (depth >= 80.0) discard;
        else if (mod(gl_FragCoord.y, 4.0) >= 2.0) gl_FragData[0].rgb = vec3(0.0);
        else
        {
            float depth2 = clamp(1.0 - (depth * .25), 0.0, 1.0);
            depth = mod(depth - activeTicks * 2.0, 80.0) - 80.0;
            depth = 1.0 + (depth * .025);
            if (depth < 0.0 || depth > 1.0) depth = 0.0;
            depth = max(depth2, pow(depth, 3.0));
            gl_FragData[0].rgb = vec3(depth * .5, depth * .5, depth * .5);
        }
    }
    vec4 xp = unpackUnorm4x8(floatBitsToUint(eyePos.x));
    vec4 yp = unpackUnorm4x8(floatBitsToUint(eyePos.y));
    vec4 zp = unpackUnorm4x8(floatBitsToUint(eyePos.z));
    gl_FragData[1] = vec4(xp.r, yp.r, zp.r, 1.0);
    gl_FragData[2] = vec4(xp.g, yp.g, zp.g, 1.0);
    gl_FragData[3] = vec4(xp.b, yp.b, zp.b, 1.0);
    gl_FragData[4] = vec4(xp.a, yp.a, zp.a, 1.0);