armory/Shaders/translucent_resolve/translucent_resolve.frag.glsl
2019-01-24 12:47:51 +01:00

26 lines
566 B
GLSL

// Weighted blended OIT by McGuire and Bavoil
#version 450
#include "compiled.inc"
uniform sampler2D gbuffer0; // accum
uniform sampler2D gbuffer1; // revealage
uniform vec2 texSize;
in vec2 texCoord;
out vec4 fragColor;
void main() {
vec4 accum = texelFetch(gbuffer0, ivec2(texCoord * texSize), 0);
float revealage = 1.0 - accum.a;
// Save the blending and color texture fetch cost
if (revealage == 0.0) {
discard;
}
float f = texelFetch(gbuffer1, ivec2(texCoord * texSize), 0).r;
fragColor = vec4(accum.rgb / clamp(f, 0.0001, 5000), revealage);
}