mirror of
https://github.com/SangeloDev/SangeFault.git
synced 2024-11-10 07:32:43 +00:00
71 lines
2.1 KiB
Text
71 lines
2.1 KiB
Text
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#version 150
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uniform sampler2D DiffuseSampler;
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uniform sampler2D DiffuseDepthSampler;
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uniform sampler2D TranslucentSampler;
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uniform sampler2D TranslucentDepthSampler;
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uniform sampler2D ItemEntitySampler;
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uniform sampler2D ItemEntityDepthSampler;
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uniform sampler2D ParticlesSampler;
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uniform sampler2D ParticlesDepthSampler;
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uniform sampler2D WeatherSampler;
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uniform sampler2D WeatherDepthSampler;
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uniform sampler2D CloudsSampler;
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uniform sampler2D CloudsDepthSampler;
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in vec2 texCoord;
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#define NUM_LAYERS 6
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vec4 color_layers[NUM_LAYERS];
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float depth_layers[NUM_LAYERS];
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int active_layers = 0;
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out vec4 fragColor;
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void try_insert( vec4 color, float depth ) {
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if ( color.a == 0.0 ) {
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return;
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}
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color_layers[active_layers] = color;
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depth_layers[active_layers] = depth;
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int jj = active_layers++;
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int ii = jj - 1;
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while ( jj > 0 && depth_layers[jj] > depth_layers[ii] ) {
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float depthTemp = depth_layers[ii];
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depth_layers[ii] = depth_layers[jj];
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depth_layers[jj] = depthTemp;
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vec4 colorTemp = color_layers[ii];
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color_layers[ii] = color_layers[jj];
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color_layers[jj] = colorTemp;
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jj = ii--;
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}
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}
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vec3 blend( vec3 dst, vec4 src ) {
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return ( dst * ( 1.0 - src.a ) ) + src.rgb;
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}
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void main() {
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color_layers[0] = vec4( texture( DiffuseSampler, texCoord ).rgb, 1.0 );
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depth_layers[0] = texture( DiffuseDepthSampler, texCoord ).r;
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active_layers = 1;
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try_insert( texture( TranslucentSampler, texCoord ), texture( TranslucentDepthSampler, texCoord ).r );
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try_insert( texture( ItemEntitySampler, texCoord ), texture( ItemEntityDepthSampler, texCoord ).r );
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try_insert( texture( ParticlesSampler, texCoord ), texture( ParticlesDepthSampler, texCoord ).r );
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try_insert( texture( WeatherSampler, texCoord ), texture( WeatherDepthSampler, texCoord ).r );
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try_insert( texture( CloudsSampler, texCoord ), texture( CloudsDepthSampler, texCoord ).r );
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vec3 texelAccum = color_layers[0].rgb;
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for ( int ii = 1; ii < active_layers; ++ii ) {
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texelAccum = blend( texelAccum, color_layers[ii] );
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}
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fragColor = vec4( texelAccum.rgb, 1.0 );
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}
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