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https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-12 21:52:32 +00:00
00cade072c
It's a bit flaky for particles, especially at higher frame rates, but that's due to supporting only 64 overlapping pixels. A reasonable solution is probably switching to a priority heap for the "sort" and upping the limit.
40 lines
957 B
GLSL
40 lines
957 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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#define OIT_SET 0
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#include "oit.h"
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layout (location = 0) out vec4 frag_color;
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void
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main (void)
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{
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#define MAX_FRAGMENTS 64
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FragData frags[MAX_FRAGMENTS];
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int numFrags = 0;
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ivec2 coord = ivec2(gl_FragCoord.xy);
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int index = imageLoad (heads, coord).r;
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//FIXME use a heap and prioritize closer fragments
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while (index != -1 && numFrags < MAX_FRAGMENTS) {
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frags[numFrags] = fragments[index];
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numFrags++;
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index = fragments[index].next;
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}
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//insertion sort
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for (int i = 1; i < numFrags; i++) {
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FragData toInsert = frags[i];
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int j = i;
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while (j > 0 && toInsert.depth > frags[j - 1].depth) {
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frags[j] = frags[j - 1];
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j--;
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}
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frags[j] = toInsert;
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}
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vec4 color = vec4 (0, 0, 0, 0);
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for (int i = 0; i < numFrags; i++) {
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color = mix (color, frags[i].color,
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clamp (frags[i].color.a, 0.0f, 1.0f));
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}
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frag_color = color;
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}
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