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#version 460 core
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);
}
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