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