The reversed depth buffer is very nice, but it also reversed the OIT
blending. Too much demo watching not enough walking around in the maps
(especially start near the episode 4 gate).
Partial because frame buffer creation isn't handled yet (using six
layers), but using layer a layer capable view and shaders doesn't cause
problems (other than maybe slightly slower code).
I had debated putting the blending in the compose subpass or a separate
pass but went with the separate pass originally, but it turns out that
removing the separate pass gains 1-3% (5-15/545 fps in a timedemo of
demo1).
2022-12-01 23:03:55 +09:00
Renamed from libs/video/renderer/vulkan/shader/oit_blend.frag (Browse further)