#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; }