Files
Vulkan-Samples/shaders/oit_depth_peeling/gather_first.frag
T
2025-09-04 10:54:47 +08:00

32 lines
941 B
GLSL

#version 450
/* Copyright (c) 2024, Google
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (location = 0) in vec4 inColor;
layout (location = 0) out vec4 outFragColor;
////////////////////////////////////////
void main()
{
// The first gather pass is equivalent to rendering an opaque object.
// That is, only the front-most fragments are rendered.
outFragColor = inColor;
}