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https://git.code.sf.net/p/quake/quakeforge
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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.
14 lines
364 B
Text
14 lines
364 B
Text
#include "oit.h"
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void
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StoreFrag (vec4 color, float depth)
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{
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int index = atomicAdd (numFragments, 1);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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if (index < maxFragments) {
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int prevIndex = imageAtomicExchange (heads, coord, index);
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fragments[index].color = color;
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fragments[index].depth = depth;
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fragments[index].next = prevIndex;
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}
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}
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