uniform sampler2D DiffuseTexture, Palette; uniform bool EnableDepthPreview; uniform float DepthTextureScale; varying vec4 vTexCoord; varying vec2 vTexMetadata; varying vec4 vChannelMask; varying vec4 vDepthMask; void main() { vec4 x = texture2D(DiffuseTexture, vTexCoord.st); vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s); vec4 c = texture2D(Palette, p); // Discard any transparent fragments (both color and depth) if (c.a == 0.0) discard; float depth = gl_FragCoord.z; if (length(vDepthMask) > 0.0) { vec4 y = texture2D(DiffuseTexture, vTexCoord.pq); depth = depth + DepthTextureScale * dot(y, vDepthMask); } // Convert to window coords gl_FragDepth = 0.5 * depth + 0.5; if (EnableDepthPreview) { // Front of the depth buffer is at 0, but we want to render it as bright gl_FragColor = vec4(vec3(1.0 - gl_FragDepth), 1.0); } else gl_FragColor = c; }