uniform sampler2D depthTex; uniform sampler2D xrayDepthTex; uniform float opacity; in vec4 uvcoordsvar; out vec4 fragColor; void main() { float depth = texture(depthTex, uvcoordsvar.xy).r; float depth_xray = texture(xrayDepthTex, uvcoordsvar.xy).r; fragColor = vec4((depth < 1.0 && depth > depth_xray) ? opacity : 1.0); }