armory/Shaders/translucent_resolve/translucent_resolve.frag.glsl
2018-05-19 14:35:00 +02:00

34 lines
741 B
GLSL

// Weighted blended OIT by McGuire and Bavoil
#version 450
// 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() {
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;
return;
}
if (isinf(maxComponent(abs(accum)))) {
accum.rgb = vec3(revealage);
}
float f = texelFetch(gbuffer1, ivec2(texCoord * texSize), 0).r;
fragColor = vec4(accum.rgb / clamp(f, 1e-4, 5e4), revealage);
}