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| #ifdef MRT
| #extension GL_EXT_draw_buffers : enable
| #endif
|
| uniform vec4 u_bgColor;
| uniform sampler2D u_depthTexture;
|
| varying vec2 v_textureCoordinates;
|
| void main()
| {
| if (texture2D(u_depthTexture, v_textureCoordinates).r < 1.0)
| {
| #ifdef MRT
| gl_FragData[0] = u_bgColor;
| gl_FragData[1] = vec4(u_bgColor.a);
| #else
| gl_FragColor = u_bgColor;
| #endif
| return;
| }
|
| discard;
| }
|
|