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Revision 8a57da61

Added by Leszek Koltunski about 6 years ago

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.

View differences:

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
  }

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