Files
test/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl
2017-04-10 16:59:20 +02:00

21 lines
314 B
GLSL

uniform sampler2D depthbuffer;
#if __VERSION__ == 120
varying vec4 uvcoordsvar;
#else
in vec4 uvcoordsvar;
#define texture2D texture
#endif
void main(void)
{
float depth = texture2D(depthbuffer, uvcoordsvar.xy).r;
/* XRay background, discard */
if (depth >= 1.0) {
discard;
}
gl_FragDepth = depth;
}