/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014 - 2016 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #include "fragment.glsl" #include <#{fragmentPath}> #include "abufferfragment.glsl" #include "abufferresources.glsl" out vec4 _out_color_; void main() { Fragment frag = getFragment(); int sampleMask = gl_SampleMaskIn[0]; if (frag.depth < 0) { // discard; } //frag.forceFboRendering = true; // todo: calculate full sample mask from nAaSamples instead of hardcoded 255. if (!frag.forceFboRendering && (frag.color.a < 1.0 || sampleMask != 255)) { uint newHead = atomicCounterIncrement(atomicCounterBuffer); if (newHead >= #{rendererData.maxTotalFragments}) { discard; // ABuffer is full! } uint prevHead = imageAtomicExchange(anchorPointerTexture, ivec2(gl_FragCoord.xy), newHead); ABufferFragment aBufferFrag; _color_(aBufferFrag, frag.color); _depth_(aBufferFrag, frag.depth); _blend_(aBufferFrag, frag.blend); _type_(aBufferFrag, 0); // 0 = geometry type _msaa_(aBufferFrag, gl_SampleMaskIn[0]); _next_(aBufferFrag, prevHead); storeFragment(newHead, aBufferFrag); discard; } else { _out_color_ = frag.color; gl_FragDepth = normalizeFloat(frag.depth); } //gl_FragDepth = 1; }