#pragma BLENDER_REQUIRE(eevee_film_lib.glsl) void main(void) { vec2 uv = uvcoordsvar.xy; vec4 color = textureLod(data_tx, uv, 0.0); float weight = textureLod(weight_tx, uv, 0.0).r; gl_FragDepth = film_data_decode(film, color, weight).r; }