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library / src / main / res / raw / blit_depth_fragment_shader.glsl @ 97020807

# Date Author Comment
97020807 06/29/2018 11:25 AM Leszek Koltunski

Start merging master and OIT.

56c6ca24 05/10/2018 12:30 PM Leszek Koltunski

OIT: lots of progress on all fronts. Still a few bugs to solve though!

78e89fb5 05/03/2018 03:10 PM Leszek Koltunski

Properly recreate the Atomic and LinkedList buffers onPause.
We have to discard all alpha==0.0 pixels during OIT Pass1.

375b3950 05/01/2018 11:19 PM Leszek Koltunski

OIT: something starts working ('Blur' and 'Multiblur' work, 'Triblur' and 'Transparency' do not)

c731c612 05/01/2018 09:07 PM Leszek Koltunski

Fix the 'OIT' artefacts.

e029600f 04/27/2018 04:40 PM Leszek Koltunski

still debugging the OIT

cee0369a 04/25/2018 03:26 PM Leszek Koltunski

Order Independent Transparency: debugging

47511918 04/25/2018 02:17 PM Leszek Koltunski

Order Independent Transparency: some progress

f89a986e 04/18/2018 02:37 PM Leszek Koltunski

Order Independent Transparency: some progress

8777ce17 04/17/2018 09:21 PM Leszek Koltunski

Order Independent Transparency. Does not work yet.

7170e4eb 05/24/2017 11:16 PM Leszek Koltunski

Move on to Stencil on both stages of the BLUR + separate 'blit with depth'.

This works wonders on Nexus 5X ( r=50 quality=HIGHIEST 1,4,8 cubes: 59.3,43.6,41.0 FPS! ) but it somehow fails to clear the DEPTH and STENCIL buffers on Nexus 4....