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Test
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spv.depthUnchanged.frag
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#version 430
layout
(
location
=
0
)
out
vec4 outColor
;
layout
(
depth_unchanged
)
out
float
gl_FragDepth
;
void
main
()
{
outColor
=
vec4
(
1.0
,
0.0
,
0.0
,
1.0
);
gl_FragDepth
=
gl_FragCoord
.
y
;
}