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| #version 330 | |
| #extension GL_ARB_draw_buffers : require | |
| #include semantic.glsl | |
| #include shade-blinnGaussSp.glsl | |
| uniform sampler2D opaqueDepthTex; | |
| layout (location = SUM_COLOR) out vec4 sumColor; | |
| layout (location = SUM_WEIGHT) out float sumWeight; | |
| uniform wbParams | |
| { | |
| vec2 size; | |
| float depthScale; | |
| int samples; | |
| }; | |
| void main(void) | |
| { | |
| vec2 uv = gl_FragCoord.xy / size; | |
| float opaqueDepth = texture(opaqueDepthTex, uv).r; | |
| if (gl_FragCoord.z >= opaqueDepth) | |
| discard; | |
| vec4 color = shade(); | |
| // Assuming that the projection matrix is a perspective projection | |
| // gl_FragCoord.w returns the inverse of the oPos.w register from the vertex shader | |
| float viewDepth = abs(1.0 / gl_FragCoord.w); | |
| // Tuned to work well with FP16 accumulation buffers and 0.001 < linearDepth < 2.5 | |
| // See Equation (9) from http://jcgt.org/published/0002/02/09/ | |
| float linearDepth = viewDepth * depthScale; | |
| float weight = clamp(0.03 / (1e-5 + pow(linearDepth, 4.0)), 1e-2, 3e3); | |
| sumColor = vec4(color.rgb * color.a, color.a) * weight; | |
| sumWeight = color.a; | |
| } |
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