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-rw-r--r--src/demos/dualDepthPeeling/shaders/wsum_final_fragment.glsl18
1 files changed, 18 insertions, 0 deletions
diff --git a/src/demos/dualDepthPeeling/shaders/wsum_final_fragment.glsl b/src/demos/dualDepthPeeling/shaders/wsum_final_fragment.glsl
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+++ b/src/demos/dualDepthPeeling/shaders/wsum_final_fragment.glsl
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+//--------------------------------------------------------------------------------------
+// Order Independent Transparency with Weighted Sums
+//
+// Author: Louis Bavoil
+//
+// Copyright (c) NVIDIA Corporation. All rights reserved.
+//--------------------------------------------------------------------------------------
+
+uniform samplerRECT ColorTex;
+uniform vec3 BackgroundColor;
+
+// Sum(A_i * C_i) + C_bg * (1 - Sum(A_i))
+void main(void)
+{
+ vec4 S = textureRect(ColorTex, gl_FragCoord.xy);
+ gl_FragColor.rgb = S.rgb + BackgroundColor * (1.0 - S.a);
+}