From 2db5af1e1a64d7048ce2f0db4b83d8b10c7f734d Mon Sep 17 00:00:00 2001 From: Alexandra Bokinsky Date: Tue, 15 Mar 2011 11:45:09 -0400 Subject: Port of NVIDIA OpenGL Dual Depth Peeling demo. http://developer.download.nvidia.com/SDK/10.5/opengl/samples.html --- .../dualDepthPeeling/shaders/shade_fragment.glsl | 40 ++++++++++++++++++++++ 1 file changed, 40 insertions(+) create mode 100644 src/demos/dualDepthPeeling/shaders/shade_fragment.glsl (limited to 'src/demos/dualDepthPeeling/shaders/shade_fragment.glsl') diff --git a/src/demos/dualDepthPeeling/shaders/shade_fragment.glsl b/src/demos/dualDepthPeeling/shaders/shade_fragment.glsl new file mode 100644 index 0000000..94f8dcc --- /dev/null +++ b/src/demos/dualDepthPeeling/shaders/shade_fragment.glsl @@ -0,0 +1,40 @@ +//-------------------------------------------------------------------------------------- +// Order Independent Transparency Fragment Shader +// +// Author: Louis Bavoil +// Email: sdkfeedback@nvidia.com +// +// Copyright (c) NVIDIA Corporation. All rights reserved. +//-------------------------------------------------------------------------------------- + +uniform float Alpha; + +#define COLOR_FREQ 30.0 +#define ALPHA_FREQ 30.0 + +#if 1 +vec4 ShadeFragment() +{ + float xWorldPos = gl_TexCoord[0].x; + float yWorldPos = gl_TexCoord[0].y; + float diffuse = gl_TexCoord[0].z; + + vec4 color; + float i = floor(xWorldPos * COLOR_FREQ); + float j = floor(yWorldPos * ALPHA_FREQ); + color.rgb = (fmod(i, 2.0) == 0) ? vec3(.4,.85,.0) : vec3(1.0); + //color.a = (fmod(j, 2.0) == 0) ? Alpha : 0.2; + color.a = Alpha; + + color.rgb *= diffuse; + return color; +} +#else +vec4 ShadeFragment() +{ + vec4 color; + color.rgb = vec3(.4,.85,.0); + color.a = Alpha; + return color; +} +#endif -- cgit v1.2.3