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419 B
GLSL

#ifdef MRT
#extension GL_EXT_draw_buffers : enable
#endif
uniform vec4 u_bgColor;
uniform sampler2D u_depthTexture;
varying vec2 v_textureCoordinates;
void main()
{
if (texture2D(u_depthTexture, v_textureCoordinates).r < 1.0)
{
#ifdef MRT
gl_FragData[0] = u_bgColor;
gl_FragData[1] = vec4(u_bgColor.a);
#else
gl_FragColor = u_bgColor;
#endif
return;
}
discard;
}