uniform sampler2D tex; uniform sampler2D dtex; in vec2 tc; in vec4 pc; flat in float billboard_mix; out vec4 FragColor; #stk_include "utils/getPosFromUVDepth.frag" void main(void) { vec2 xy = gl_FragCoord.xy / screen; float FragZ = gl_FragCoord.z; vec4 FragmentPos = getPosFromUVDepth(vec3(xy, FragZ), InverseProjectionMatrix); float EnvZ = texture(dtex, xy).x; vec4 EnvPos = getPosFromUVDepth(vec3(xy, EnvZ), InverseProjectionMatrix); float alpha = clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.); float billboard_alpha = mix(1.0, texture(tex, tc).a, billboard_mix); FragColor = texture(tex, tc) * billboard_alpha * pc * alpha; }