#ifdef MRT #extension GL_EXT_draw_buffers : enable #endif uniform vec4 u_bgColor; uniform sampler2D u_depthTexture; varying vec2 v_textureCoordinates; void main() { if (texture2D(u_depthTexture, v_textureCoordinates).r < 1.0) { #ifdef MRT gl_FragData[0] = u_bgColor; gl_FragData[1] = vec4(u_bgColor.a); #else gl_FragColor = u_bgColor; #endif return; } discard; }