mirror of
https://git.code.sf.net/p/quake/quakeforge
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0ccee3032e
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).
14 lines
378 B
Text
14 lines
378 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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ivec3 coord = ivec3(gl_FragCoord.xy, gl_ViewIndex);
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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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