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Revision b36613d8

Added by Leszek Koltunski about 6 years ago

small correction for blending OIT colors.

View differences:

src/main/res/raw/blit_depth_render_fragment_shader.glsl
60 60
  uint curr = u_Records[index];
61 61

  
62 62
  if (curr == 0u) discard;
63
  else
64
    {
65
    u_Records[index] = 0u;
63 66

  
64
  vec4 color= vec4(0.0,0.0,0.0,0.0);
65
  u_Records[index] = 0u;
67
    vec4 color= vec4(0.0,0.0,1.0,1.0);//convert(u_Records[curr+2u]);
68
    curr = u_Records[curr];
66 69

  
67
  while (curr > 0u)
68
    {
69
    color= blend( color, convert(u_Records[curr+2u]) );  // keep walking the linked list
70
    curr = u_Records[curr];                              // and blending the colors in
71
    }
70
    while (curr > 0u)
71
      {
72
      color= vec4(0.0,0.0,0.0,1.0);//blend( color, convert(u_Records[curr+2u]) );  // keep walking the linked list
73
      curr = u_Records[curr];                              // and blending the colors in
74
      }
72 75

  
73
  gl_FragDepth = texture(u_DepthTexture, v_TexCoordinate).r;
74
  fragColor    = color;
76
    gl_FragDepth = texture(u_DepthTexture, v_TexCoordinate).r;
77
    fragColor    = color;
78
    }
75 79
  }

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