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workbench_merge_infront_frag.glsl « shaders « workbench « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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uniform sampler2D depthBuffer;

in vec4 uvcoordsvar;

out vec4 fragColor;

void main()
{
  float depth = texture(depthBuffer, uvcoordsvar.st).r;
  /* Fix issues with Intel drivers (see T80023). */
  fragColor = vec4(0.0);
  /* Discard background pixels. */
  if (depth == 1.0) {
    discard;
  }
  /* Make this fragment occlude any fragment that will try to
   * render over it in the normal passes. */
  gl_FragDepth = 0.0;
}