Fix T80023 Invisible objects or glitches with object 'in front' + 'X-ray'
Rendering only to the depth buffer seems to need a valid fragment shader with a color output on some platform.
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@@ -8,6 +8,8 @@ out vec4 fragColor;
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void main()
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{
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float depth = texture(depthBuffer, uvcoordsvar.st).r;
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/* Fix issues with Intel drivers (see T80023). */
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fragColor = vec4(0.0);
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/* Discard background pixels. */
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if (depth == 1.0) {
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discard;
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