Revision 78e89fb5
Added by Leszek Koltunski about 6 years ago
src/main/res/raw/blit_depth_render_fragment_shader.glsl | ||
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64 | 64 |
{ |
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u_Records[index] = 0u; |
66 | 66 |
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vec4 color= vec4(0.0,0.0,1.0,1.0);//convert(u_Records[curr+2u]);
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vec4 color= convert(u_Records[curr+2u]); |
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68 | 68 |
curr = u_Records[curr]; |
69 | 69 |
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while (curr > 0u) |
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{ |
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color= vec4(0.0,0.0,0.0,1.0);//blend( color, convert(u_Records[curr+2u]) ); // keep walking the linked list
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color= blend( color, convert(u_Records[curr+2u]) ); // keep walking the linked list |
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73 | 73 |
curr = u_Records[curr]; // and blending the colors in |
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} |
75 | 75 |
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Also available in: Unified diff
Properly recreate the Atomic and LinkedList buffers onPause.
We have to discard all alpha==0.0 pixels during OIT Pass1.