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