in vec4 uvcoordsvar; out vec4 FragColor; uniform sampler2D strokeColor; uniform sampler2D strokeDepth; void main() { ivec2 uv = ivec2(gl_FragCoord.xy); float stroke_depth = texelFetch(strokeDepth, uv, 0).r; vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba; FragColor = stroke_color; gl_FragDepth = stroke_depth; }