armory/Shaders/translucent_resolve/translucent_resolve.frag.glsl
2018-08-05 20:49:34 +02:00

46 lines
937 B
GLSL

// Weighted blended OIT by McGuire and Bavoil
#version 450
#include "compiled.glsl"
// uniform sampler2D gbufferD;
uniform sampler2D gbuffer0; // saccum
uniform sampler2D gbuffer1; // srevealage
uniform vec2 texSize;
in vec2 texCoord;
out vec4 fragColor;
float maxComponent(vec4 v) {
return max(max(max(v.x, v.y), v.z), v.w);
}
void main() {
// #if (GLSL >= 130)
// vec4 accum = texelFetch(gbuffer0, ivec2(texCoord * texSize), 0);
// #else
vec4 accum = texture(gbuffer0, texCoord);
// #endif
float revealage = 1.0 - accum.a;
// Save the blending and color texture fetch cost
if (revealage == 0.0) {
discard;
return;
}
if (isinf(maxComponent(abs(accum)))) {
accum.rgb = vec3(revealage);
}
// #if (GLSL >= 130)
// float f = texelFetch(gbuffer1, ivec2(texCoord * texSize), 0).r;
// #else
float f = texture(gbuffer1, texCoord).r;
// #endif
fragColor = vec4(accum.rgb / clamp(f, 1e-4, 5e4), revealage);
}