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//--------------------------------------------------------------------------------------
// Order Independent Transparency with Depth Peeling
//
// Author: Louis Bavoil
// Email: sdkfeedback@nvidia.com
//
// Copyright (c) NVIDIA Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
uniform samplerRECT ColorTex;
uniform vec3 BackgroundColor;
void main(void)
{
vec4 frontColor = textureRect(ColorTex, gl_FragCoord.xy);
gl_FragColor.rgb = frontColor + BackgroundColor * frontColor.a;
}
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