diff options
author | Sven Gothel <[email protected]> | 2012-02-18 16:59:52 +0100 |
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committer | Sven Gothel <[email protected]> | 2012-02-18 16:59:52 +0100 |
commit | 390ef63a8da4c3e89b2f61526b641b1b2b82f42d (patch) | |
tree | ba0fd8f3294bc9af8381796efd4a91c871615c86 /src/demos/dualDepthPeeling/shader/dual_peeling_peel.fp | |
parent | d7e533dca5c70d7c07d56457764e733085136c0a (diff) |
unify shader names(2)
Diffstat (limited to 'src/demos/dualDepthPeeling/shader/dual_peeling_peel.fp')
-rw-r--r-- | src/demos/dualDepthPeeling/shader/dual_peeling_peel.fp | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/src/demos/dualDepthPeeling/shader/dual_peeling_peel.fp b/src/demos/dualDepthPeeling/shader/dual_peeling_peel.fp new file mode 100644 index 0000000..2d61b89 --- /dev/null +++ b/src/demos/dualDepthPeeling/shader/dual_peeling_peel.fp @@ -0,0 +1,67 @@ +//-------------------------------------------------------------------------------------- +// Order Independent Transparency with Dual Depth Peeling +// +// Author: Louis Bavoil +// Email: [email protected] +// +// Copyright (c) NVIDIA Corporation. All rights reserved. +//-------------------------------------------------------------------------------------- + +#extension ARB_draw_buffers : require + +uniform samplerRECT DepthBlenderTex; +uniform samplerRECT FrontBlenderTex; + +#define MAX_DEPTH 1.0 + +vec4 ShadeFragment(); + +void main(void) +{ + // window-space depth interpolated linearly in screen space + float fragDepth = gl_FragCoord.z; + + vec2 depthBlender = textureRect(DepthBlenderTex, gl_FragCoord.xy).xy; + vec4 forwardTemp = textureRect(FrontBlenderTex, gl_FragCoord.xy); + + // Depths and 1.0-alphaMult always increase + // so we can use pass-through by default with MAX blending + gl_FragData[0].xy = depthBlender; + + // Front colors always increase (DST += SRC*ALPHA_MULT) + // so we can use pass-through by default with MAX blending + gl_FragData[1] = forwardTemp; + + // Because over blending makes color increase or decrease, + // we cannot pass-through by default. + // Each pass, only one fragment writes a color greater than 0 + gl_FragData[2] = vec4(0.0); + + float nearestDepth = -depthBlender.x; + float farthestDepth = depthBlender.y; + float alphaMultiplier = 1.0 - forwardTemp.w; + + if (fragDepth < nearestDepth || fragDepth > farthestDepth) { + // Skip this depth in the peeling algorithm + gl_FragData[0].xy = vec2(-MAX_DEPTH); + return; + } + + if (fragDepth > nearestDepth && fragDepth < farthestDepth) { + // This fragment needs to be peeled again + gl_FragData[0].xy = vec2(-fragDepth, fragDepth); + return; + } + + // If we made it here, this fragment is on the peeled layer from last pass + // therefore, we need to shade it, and make sure it is not peeled any farther + vec4 color = ShadeFragment(); + gl_FragData[0].xy = vec2(-MAX_DEPTH); + + if (fragDepth == nearestDepth) { + gl_FragData[1].xyz += color.rgb * color.a * alphaMultiplier; + gl_FragData[1].w = 1.0 - alphaMultiplier * (1.0 - color.a); + } else { + gl_FragData[2] += color; + } +} |