= depthRef; ivec2 fragCoordi = ivec2(gl_FragCoord.xy); if(depthTestFailed && ((fragCoordi.x + fragCoordi.y) % 8) != 0) { discard; } #endif // Write the color #if COLOR_TEXTURE == 1 out_color = texture(u_tex, in_uv) * u_color; #else out_color = u_color; #endif } ]]>