quakeforge/libs/video/renderer/vulkan/shader/oit_blend.finc

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#include "oit.h"
vec4
BlendFrags (vec4 color)
{
#define MAX_FRAGMENTS 64
FragData frags[MAX_FRAGMENTS];
int numFrags = 0;
ivec3 coord = ivec3(gl_FragCoord.xy, gl_ViewIndex);
int index = imageLoad (heads, coord).r;
//FIXME use a heap and prioritize closer fragments
while (index != -1 && numFrags < MAX_FRAGMENTS) {
frags[numFrags] = fragments[index];
numFrags++;
index = fragments[index].next;
}
//insertion sort
for (int i = 1; i < numFrags; i++) {
FragData toInsert = frags[i];
int j = i;
while (j > 0 && toInsert.depth > frags[j - 1].depth) {
frags[j] = frags[j - 1];
j--;
}
frags[j] = toInsert;
}
for (int i = 0; i < numFrags; i++) {
color = mix (color, frags[i].color,
clamp (frags[i].color.a, 0.0f, 1.0f));
}
return color;
}