- vec2 back_coord = gl_FragCoord.xy*uInverseRatioMain.xy*uInverseRatioDepth.xy;
- float back_depth = texture( uTexSceneDepth, back_coord ).r;
- float front_depth = gl_FragCoord.z/gl_FragCoord.w;
-
- back_depth = linear_depth( back_depth, 0.1, 2100.0 );
- float diff = back_depth - front_depth;
-
- vec2 ssuv = gl_FragCoord.xy;
- vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
- float dither = fract( vDither.g / 71.0 ) - 0.5;
-
- if( step(0.0,diff)+dither<0.3 )
- discard;
-