armory/Shaders/translucent_resolve/translucent_resolve.frag.glsl
2017-12-13 14:44:21 +01:00

29 lines
692 B
GLSL

// Weighted blended OIT by McGuire and Bavoil
#version 450
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0; // saccum
uniform sampler2D gbuffer1; // srevealage
in vec2 texCoord;
out vec4 fragColor;
void main() {
vec4 accum = texture(gbuffer0, texCoord);
float revealage = accum.a;
if (revealage == 1.0) {
// Save the blending and color texture fetch cost
discard;
}
accum.a = texture(gbuffer1, texCoord).r;
// fragColor = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), revealage);
// const float epsilon = 0.00001;
// fragColor = vec4(accum.rgb / max(accum.a, epsilon), 1.0 - revealage);
fragColor = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), 1.0 - revealage);
}