#version 330 core #extension GL_ARB_shading_language_420pack : enable layout(binding = 0) uniform sampler2D stencilDepth; flat in vec3 scale; in vec2 texCoord; void main() { float stDepth = texture(stencilDepth, texCoord).r; if (stDepth >= 1) { discard; } gl_FragDepth = gl_FragCoord.z + (stDepth * scale.z); }