Revision b52f9415
Added by Leszek Koltunski over 7 years ago
| src/main/res/raw/oit_render_fragment_shader.glsl | ||
|---|---|---|
| 68 | 68 |
const float S= 2147483647.0; |
| 69 | 69 |
uint depth = u_Records[curr+1u]; |
| 70 | 70 |
uint texdepthuint = uint(S*(1.0-texdepth)/2.0); |
| 71 |
texdepth = 1.0 -2.0*float(depth)/S; |
|
| 71 | 72 |
|
| 72 | 73 |
if( depth >= texdepthuint ) |
| 73 | 74 |
{
|
Also available in: Unified diff
OIT: correct depth