#version 460 // Depth pre-pass (r_prepass): only the depth, with alpha-tested texels cut out like mesh.frag // does, so the scene pass shades each pixel once (what's hidden behind isn't lit for nothing). #include "backend.glsl" #include "model.glsl" layout(location = 1) in vec2 v_uv; void main() { if (sampleTex(pc.textures & 0xFFFFu, v_uv).a < 0.5) discard; }