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Revision 78e89fb5

Added by Leszek Koltunski about 6 years ago

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

View differences:

src/main/res/raw/blit_depth_fragment_shader.glsl
123 123
    const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough.
124 124
    insert(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) );
125 125
    }
126
  else discard;
126 127
  }

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