Revision cee0369a
Added by Leszek Koltunski about 6 years ago
src/main/res/raw/blit_depth_fragment_shader.glsl | ||
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70 | 70 |
{ |
71 | 71 |
ptr = ptr /*uint(ij.x + ij.y * float(u_Size.x))*/ + uint(u_Size.x*u_Size.y); |
72 | 72 |
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73 |
u_Records[ptr ] = (255u<<( (4*int(ij.x) > u_Size.x) ? 24u:16u)) + (255u);
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u_Records[ptr ] = (255u<<( (2*int(ij.x) > u_Size.x) ? 24u:16u)) + (255u);
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74 | 74 |
//u_Records[ptr+1u] = depth; |
75 | 75 |
//u_Records[ptr+2u] = rgba; |
76 | 76 |
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