Pass depth test for forward transparent geometry for texel without depth from deferred pass [skip ci]
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2 changed files with 1 additions and 1 deletions
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@ -23,7 +23,7 @@ void main ()
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{
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{
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// Sample depth from deferred depth buffer and discard if obscured
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// Sample depth from deferred depth buffer and discard if obscured
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float depth = subpassLoad(samplerPositionDepth).a;
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float depth = subpassLoad(samplerPositionDepth).a;
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if (linearDepth(gl_FragCoord.z) > depth)
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if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) > depth))
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{
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{
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discard;
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discard;
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};
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};
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