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//--------------------------------------------------------------------------------------
// Order Independent Transparency with Dual Depth Peeling
//
// Author: Louis Bavoil
// Email: sdkfeedback@nvidia.com
//
// Copyright (c) NVIDIA Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
uniform samplerRECT DepthBlenderTex;
uniform samplerRECT FrontBlenderTex;
uniform samplerRECT BackBlenderTex;
void main(void)
{
vec4 frontColor = textureRect(FrontBlenderTex, gl_FragCoord.xy);
vec3 backColor = textureRect(BackBlenderTex, gl_FragCoord.xy).rgb;
float alphaMultiplier = 1.0 - frontColor.w;
// front + back
gl_FragColor.rgb = frontColor + backColor * alphaMultiplier;
// front blender
//gl_FragColor.rgb = frontColor + vec3(alphaMultiplier);
// back blender
//gl_FragColor.rgb = backColor;
}
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