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12 lines
167 B
GLSL
12 lines
167 B
GLSL
#version 330
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in vec2 f_coord;
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#texture (tex1, 0, sRGB_A)
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uniform sampler2D tex1;
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void main()
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{
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gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex1, f_coord).a);
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}
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