28 lines
519 B
GLSL
28 lines
519 B
GLSL
#ifdef MRT
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layout (location = 0) out vec4 out_FragData_0;
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layout (location = 1) out vec4 out_FragData_1;
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#else
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layout (location = 0) out vec4 out_FragColor;
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#endif
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uniform vec4 u_bgColor;
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uniform sampler2D u_depthTexture;
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in vec2 v_textureCoordinates;
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void main()
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{
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if (texture(u_depthTexture, v_textureCoordinates).r < 1.0)
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{
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#ifdef MRT
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out_FragData_0 = u_bgColor;
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out_FragData_1 = vec4(u_bgColor.a);
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#else
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out_FragColor = u_bgColor;
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#endif
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return;
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}
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discard;
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}
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