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32 lines
879 B
GLSL
32 lines
879 B
GLSL
/**
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* Compositing for Weighted Blended Order-Independent Transparency. See:
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* - http://jcgt.org/published/0002/02/09/
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* - http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
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*/
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uniform sampler2D u_opaque;
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uniform sampler2D u_accumulation;
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uniform sampler2D u_revealage;
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varying vec2 v_textureCoordinates;
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void main()
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{
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vec4 opaque = texture2D(u_opaque, v_textureCoordinates);
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vec4 accum = texture2D(u_accumulation, v_textureCoordinates);
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float r = texture2D(u_revealage, v_textureCoordinates).r;
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#ifdef MRT
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vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a);
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#else
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vec4 transparent = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), r);
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#endif
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gl_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque;
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if (opaque != czm_backgroundColor)
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{
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gl_FragColor.a = 1.0;
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}
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}
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