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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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