= 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
}
]]>