Files
OpenSpace/shaders/abuffer/renderabuffer.frag
2016-06-03 11:16:57 +02:00

69 lines
3.3 KiB
GLSL

/*****************************************************************************************
* *
* 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;
}