#ifndef LIB_PARTICLE_OCCLUSION #define LIB_PARTICLE_OCCLUSION void applyOcclusionDiscard(in vec3 coord, float sceneDepth) { #if @reverseZ if (coord.z < sceneDepth) discard; #else if (coord.z * 0.5 + 0.5 > sceneDepth) discard; #endif } #endif