In OpenGL we have various depth test functions like GL_ALWAYS, GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUEL, GL_GREATER, GL_GEQUAL, GL_NOTEQUAL. Do we have anything like that in Godot shaders? I know that shaders uses something like GL_LESS by default but can we override that?
Is there different depth test functions in shaders for Godot 4.2?
Never mind, just found the proposal for this.