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library / src / main / res / raw / oit_render_fragment_shader.glsl @ 35a0f4ed

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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2018 Leszek Koltunski                                                          //
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//                                                                                          //
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// This file is part of Distorted.                                                          //
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//                                                                                          //
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// Distorted is free software: you can redistribute it and/or modify                        //
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// it under the terms of the GNU General Public License as published by                     //
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// the Free Software Foundation, either version 2 of the License, or                        //
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// (at your option) any later version.                                                      //
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//                                                                                          //
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// Distorted is distributed in the hope that it will be useful,                             //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                           //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                            //
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// GNU General Public License for more details.                                             //
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//                                                                                          //
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// You should have received a copy of the GNU General Public License                        //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision highp float;
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precision highp int;
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out vec4 fragColor;           // The output color
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in vec2 v_TexCoordinate;      // Interpolated texture coordinate per fragment.
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in vec2 v_Pixel;              // location of the current fragment, in pixels
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//////////////////////////////////////////////////////////////////////////////////////////////
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// per-pixel linked list. Order Independent Transparency.
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uniform uvec2 u_Size;
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layout (std430,binding=1) buffer linkedlist  // first (u_Size.x*u_Size.y) uints - head pointers,
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  {                                          // one for each pixel in the Output rectangle.
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  uint u_Records[];                          //
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  };                                         // Next 3*u_numRecords uints - actual linked list, i.e.
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                                             // triplets of (pointer,depth,rgba).
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//////////////////////////////////////////////////////////////////////////////////////////////
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vec4 convert(uint rgba)
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  {
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  return vec4( float((rgba>>24u)&255u),float((rgba>>16u)&255u),float((rgba>>8u)&255u),float(rgba&255u) ) / 255.0;
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// A over B (https://en.wikipedia.org/wiki/Alpha_compositing)
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vec4 blend(vec4 A,vec4 B)
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  {
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  float b = B.a * (1.0-A.a);
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  float a = A.a + b;
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  return vec4( (A.rgb*A.a + B.rgb*b)/a , a );
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Pass4 of the OIT algorithm - keep traversing the linked list, build the final color and blend it.
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void main()                    		
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  {
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  uint prev = uint(v_Pixel.x) + uint(v_Pixel.y) * u_Size.x;
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  uint curr = u_Records[prev];
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  if (curr != 0u)
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    {
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    const float S= 2147483647.0;
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    gl_FragDepth = 1.0 - 2.0*float(u_Records[curr+1u])/S;
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    vec4 color   = convert(u_Records[curr+2u]);
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    curr = u_Records[curr];
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    while (curr != 0u)
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      {
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      color = blend( color , convert(u_Records[curr+2u]) );
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      curr = u_Records[curr];
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      }
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    fragColor = color;
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    }
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  else discard;
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  }
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