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

56 lines
1.7 KiB
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 vec2 inUV;
layout (location = 0) out vec4 outFragColor;
////////////////////////////////////////
layout(set = 0, binding = 0) uniform SceneConstants
{
mat4 model_view_projection;
float background_grayscale;
float object_alpha;
int front_layer_index;
int back_layer_index;
} sceneConstants;
const int kLayersCount = 8;
layout(set = 0, binding = 2) uniform sampler2D layerTex[kLayersCount];
////////////////////////////////////////
void main()
{
// Merge all layers using in-shader alpha blending.
vec4 color = vec4(0.0f, 0.0f, 0.0f, 1.0f);
const int front_layer_index = clamp(sceneConstants.front_layer_index, 0, kLayersCount - 1);
const int back_layer_index = clamp(sceneConstants.back_layer_index, front_layer_index, kLayersCount - 1);
for(int i = back_layer_index; i >= front_layer_index; --i)
{
const vec4 fragmentColor = texture(layerTex[i], inUV);
color.rgb = mix(color.rgb, fragmentColor.rgb, fragmentColor.a);
color.a *= 1.0f - fragmentColor.a;
}
// The final color is blended in the background using fixed-function alpha blending.
color.a = 1.0f - color.a;
outFragColor = color;
}