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precision highp float;
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#if __VERSION__ != 100
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in vec3 v_Position; // Interpolated position for this fragment.
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in vec3 v_Normal; // Interpolated normal for this fragment.
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in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment.
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out vec4 fragColor; // The output color
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#define TEXTURE texture
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#define FRAG_COLOR fragColor
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#else
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varying vec3 v_Position; // Interpolated position for this fragment.
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varying vec3 v_Normal; // Interpolated normal for this fragment.
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varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment.
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#define TEXTURE texture2D
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#define FRAG_COLOR gl_FragColor
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#endif
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uniform sampler2D u_Texture; // The input texture.
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#ifdef OIT
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//////////////////////////////////////////////////////////////////////////////////////////////
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// per-pixel linked list. Order Independent Transparency.
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in vec2 v_Pixel; // location of the current fragment, in pixels
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uniform uvec2 u_Size;
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uniform uint u_numRecords;
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layout (binding=0, offset=0) uniform atomic_uint u_Counter;
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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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#endif
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#if NUM_FRAGMENT>0
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uniform int fNumEffects; // total number of fragment effects
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uniform int fName[NUM_FRAGMENT]; // their namess.
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// next describes the Region, i.e. area over which the effect is active.
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#endif // NUM_FRAGMENT>0
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#ifdef OIT
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking
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// linked-lists', 2001.
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// This arranges fragments by decreasing 'depth', so one would think - from back to front, but
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// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back.
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void insert( vec2 ij, uint depth, uint rgba )
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{
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uint ptr = atomicCounterIncrement(u_Counter);
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if( ptr<u_numRecords )
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{
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ptr = 3u*ptr + u_Size.x*u_Size.y;
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u_Records[ptr+1u] = depth;
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u_Records[ptr+2u] = rgba;
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memoryBarrier();
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uint prev = uint(ij.x) + uint(ij.y) * u_Size.x;
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uint curr = u_Records[prev];
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while (true)
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{
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if ( curr==0u || depth > u_Records[curr+1u] ) // need to insert here
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{
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u_Records[ptr] = curr; // next of new record is curr
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memoryBarrier();
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uint res = atomicCompSwap( u_Records[prev], curr, ptr );
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if (res==curr) break; // done!
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else curr = res; // could not insert! retry from same place in list
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}
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else // advance in list
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{
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prev = curr;
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curr = u_Records[prev];
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}
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}
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}
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}
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#endif // OIT
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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vec4 color = TEXTURE(u_Texture,v_TexCoordinate);
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vec4 color = texture(u_Texture,v_TexCoordinate);
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#if NUM_FRAGMENT>0
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vec2 diff;
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}
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#endif
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FRAG_COLOR = vec4(color.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, color.a);
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#ifdef OIT
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if( frag.a > 0.95 )
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{
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fragColor= vec4(color.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, color.a);
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}
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else
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{
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if( frag.a > 0.0 )
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{
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const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough.
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insert(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) );
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}
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discard;
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}
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#else
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fragColor = vec4(color.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, color.a);
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#endif
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}
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Update the 'main' shaders for OIT.