in vec2 Texcoord; in vec4 Color; uniform sampler2D tex; uniform sampler2D texZBuf; uniform UBOOL textured; uniform UBOOL hasZBuffer; uniform vec2 texcropZBuf; uniform vec2 screenSize; uniform float alphaRef; const float offsetY = 0.0; OUTPUT void checkZBuffer() { vec2 zCoord = vec2((gl_FragCoord.x - 0.5) / screenSize.x, 1.0 - (gl_FragCoord.y - offsetY - 0.5) / screenSize.y); vec2 sampled = texture(texZBuf, zCoord * texcropZBuf).ra; float sceneZ = sampled.y + sampled.x / 256.0; if (gl_FragCoord.z * 1.0039 > sceneZ) discard; } void main() { if (UBOOL_TEST(hasZBuffer)) checkZBuffer(); outColor = Color; if (UBOOL_TEST(textured)) { outColor *= texture(tex, Texcoord); } if (outColor.a < alphaRef) discard; }