forked from LeenkxTeam/LNXSDK
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// Weighted blended OIT by McGuire and Bavoil
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#version 450
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#include "compiled.inc"
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uniform sampler2D gbuffer0; // accum
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uniform sampler2D gbuffer1; // revealage
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uniform vec2 texSize;
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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vec4 accum = texelFetch(gbuffer0, ivec2(texCoord * texSize), 0);
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float revealage = 1.0 - accum.a;
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// Save the blending and color texture fetch cost
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if (revealage == 0.0) {
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discard;
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}
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float f = texelFetch(gbuffer1, ivec2(texCoord * texSize), 0).r;
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fragColor = vec4(accum.rgb / clamp(f, 0.0001, 5000), revealage);
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}
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24
leenkx/Shaders/translucent_resolve/translucent_resolve.json
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24
leenkx/Shaders/translucent_resolve/translucent_resolve.json
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{
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"contexts": [
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{
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"name": "translucent_resolve",
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"depth_write": false,
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"compare_mode": "always",
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"cull_mode": "none",
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"blend_source": "source_alpha",
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"blend_destination": "inverse_source_alpha",
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"blend_operation": "add",
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"alpha_blend_source": "source_alpha",
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"alpha_blend_destination": "inverse_source_alpha",
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"alpha_blend_operation": "add",
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"links": [
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{
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"name": "texSize",
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"link": "_screenSize"
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}
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],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "translucent_resolve.frag.glsl"
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}
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]
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}
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