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Revision c731c612

Added by Leszek Koltunski about 6 years ago

Fix the 'OIT' artefacts.

View differences:

src/main/res/raw/blit_depth_render_fragment_shader.glsl
39 39
  uint index  = pixelX + pixelY * uint(u_Size.x);
40 40

  
41 41
  uint ptr = u_Records[index];
42
  uint color = u_Records[ptr];
43
  //u_Records[ptr] = 0u;
42 44

  
43
       if( u_Records[ptr]==2u ) fragColor = vec4(1.0,0.0,0.0,1.0);
44
  else if( u_Records[ptr]==1u ) fragColor = vec4(0.0,1.0,0.0,1.0);
45
  else                          fragColor = vec4(0.0,0.0,1.0,1.0);
45
  if( color==index ) fragColor = vec4(0.0,1.0,0.0,1.0);
46
  else               fragColor = vec4(1.0,0.0,0.0,1.0);
46 47
  }

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