mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-25 13:11:00 +00:00
Using the translucency pass made it easy to have depth-tested translucent "solid" light volumes instead of always visible lines (which are still an option as that's useful too). Most importantly, being able to see the surfaces helped no end in figuring out that my hulls were created with counter-clockwise windings instead of quake's usual clockwise windings and thus my hulls were being rendered inside-out in the occlusion pass.
16 lines
335 B
GLSL
16 lines
335 B
GLSL
#version 450
|
|
#extension GL_GOOGLE_include_directive : enable
|
|
#extension GL_EXT_multiview : enable
|
|
|
|
#include "oit_store.finc"
|
|
|
|
layout (location = 0) flat in uint light_index;
|
|
|
|
layout(early_fragment_tests) in;
|
|
|
|
void
|
|
main (void)
|
|
{
|
|
vec4 c = !gl_FrontFacing ? vec4 (1, 0, 1, 0.05) : vec4 (0, 1, 1, 0.05);
|
|
StoreFrag (c, gl_FragCoord.z);
|
|
}
|