--- /dev/null
+uniform sampler2D uTexSceneDepth;
+uniform vec3 uInverseRatioDepth;
+uniform vec3 uInverseRatioMain;
+uniform bool uDepthCompare;
+
+float linear_depth( float depth, float near, float far ) {
+ float z = depth * 2.0 - 1.0;
+ return (2.0 * near * far) / (far + near - z * (far - near));
+}
+
+void depth_compare_dither(){
+ if( uDepthCompare ){
+ 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;
+ }
+}