#version 330 core #extension GL_ARB_shading_language_420pack : enable layout(binding = 0) uniform sampler2DArray stencilDepth; flat in vec3 scale; in vec3 texCoord; void main() { float stDepth = texture(stencilDepth, texCoord).r; if (stDepth >= 1) { discard; } gl_FragDepth = gl_FragCoord.z + ((stDepth - 0.5) * scale.z); }