Revision 8a57da61
Added by Leszek Koltunski about 6 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
---|---|---|
73 | 73 |
} |
74 | 74 |
#endif |
75 | 75 |
|
76 |
ssbocount[u_currentIndex]= 27 + u_currentIndex;
|
|
76 |
if( color.a < 1.0 ) ssbocount[u_currentIndex]++;
|
|
77 | 77 |
|
78 | 78 |
FRAG_COLOR = vec4(color.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, color.a); |
79 | 79 |
} |
Also available in: Unified diff
SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.