2016-05-27 01:12:21 +02:00
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// Weighted blended OIT by McGuire and Bavoil
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#version 450
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2016-09-05 17:03:20 +02:00
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0; // saccum
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uniform sampler2D gbuffer1; // srevealage
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2016-05-27 01:12:21 +02:00
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in vec2 texCoord;
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2016-10-12 17:52:27 +02:00
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out vec4 fragColor;
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2016-05-27 01:12:21 +02:00
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void main() {
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2016-09-05 17:03:20 +02:00
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vec4 accum = texture(gbuffer0, texCoord);
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2016-05-27 09:46:35 +02:00
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float revealage = accum.a;
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2016-09-05 17:03:20 +02:00
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2016-05-27 01:12:21 +02:00
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if (revealage == 1.0) {
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2016-10-17 17:39:40 +02:00
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// Save the blending and color texture fetch cost
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discard;
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}
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2016-05-27 01:12:21 +02:00
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2016-11-24 17:35:12 +01:00
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accum.a = texture(gbuffer1, texCoord).r;
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2016-05-27 01:12:21 +02:00
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2016-10-12 17:52:27 +02:00
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// fragColor = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), revealage);
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2016-05-27 01:12:21 +02:00
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2016-11-24 17:35:12 +01:00
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// const float epsilon = 0.00001;
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// fragColor = vec4(accum.rgb / max(accum.a, epsilon), 1.0 - revealage);
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fragColor = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), 1.0 - revealage);
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2016-05-27 01:12:21 +02:00
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}
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