fix: fix order-independent transparent draw ignoring depth test.
fix
@@ -43,6 +43,7 @@ void main() {
}
vec4 color = unpackUnorm4x8(fragList[0].y);
+ float depth = uintBitsToFloat(fragList[fragCount - 1].z);
for (uint i = 1; i < fragCount; i++)
{
@@ -51,4 +52,5 @@ void main() {
}
fragColor = color;
+ gl_FragDepth = depth;
}
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