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out vec4 fragColor;
uniform usampler2D objectId;
uniform sampler2D transparentAccum;
uniform sampler2D transparentRevealage;
uniform vec2 invertedViewportSize;
#ifndef ALPHA_COMPOSITE
layout(std140) uniform world_block
{
WorldData world_data;
};
#endif
/* TODO: Bypass the whole shader if there is no xray pass and no outline pass. */
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
/* Listing 4 */
vec4 trans_accum = texelFetch(transparentAccum, texel, 0);
float trans_revealage = trans_accum.a;
trans_accum.a = texelFetch(transparentRevealage, texel, 0).r;
vec3 trans_color = trans_accum.rgb / clamp(trans_accum.a, 1e-4, 5e4);
#ifndef ALPHA_COMPOSITE
vec3 bg_color = background_color(world_data, uv_viewport.y);
bg_color = (world_data.background_alpha == 0.0) ? trans_color : bg_color;
vec4 color = mix(
vec4(trans_color, 1.0), vec4(bg_color, world_data.background_alpha), trans_revealage);
# ifdef V3D_SHADING_OBJECT_OUTLINE
uint object_id = texelFetch(objectId, texel, 0).r;
float outline = calculate_object_outline(objectId, texel, object_id);
color = mix(vec4(world_data.object_outline_color.rgb, 1.0), color, outline);
# endif
fragColor = color;
#else
fragColor = vec4(trans_color, 1.0 - trans_revealage);
#endif
}
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