//-------------------------------------------------------------------------------------- // Order Independent Transparency with Dual Depth Peeling // // Author: Louis Bavoil // Email: sdkfeedback@nvidia.com // // Copyright (c) NVIDIA Corporation. All rights reserved. //-------------------------------------------------------------------------------------- uniform samplerRECT TempTex; void main(void) { gl_FragColor = textureRect(TempTex, gl_FragCoord.xy); // for occlusion query if (gl_FragColor.a == 0) discard; }