minecraft-assets/assets/minecraft/shaders/program/transparency.fsh

71 lines
2.1 KiB
GLSL

#version 150
uniform sampler2D DiffuseSampler;
uniform sampler2D DiffuseDepthSampler;
uniform sampler2D TranslucentSampler;
uniform sampler2D TranslucentDepthSampler;
uniform sampler2D ItemEntitySampler;
uniform sampler2D ItemEntityDepthSampler;
uniform sampler2D ParticlesSampler;
uniform sampler2D ParticlesDepthSampler;
uniform sampler2D WeatherSampler;
uniform sampler2D WeatherDepthSampler;
uniform sampler2D CloudsSampler;
uniform sampler2D CloudsDepthSampler;
in vec2 texCoord;
#define NUM_LAYERS 6
vec4 color_layers[NUM_LAYERS];
float depth_layers[NUM_LAYERS];
int active_layers = 0;
out vec4 fragColor;
void try_insert( vec4 color, float depth ) {
if ( color.a == 0.0 ) {
return;
}
color_layers[active_layers] = color;
depth_layers[active_layers] = depth;
int jj = active_layers++;
int ii = jj - 1;
while ( jj > 0 && depth_layers[jj] > depth_layers[ii] ) {
float depthTemp = depth_layers[ii];
depth_layers[ii] = depth_layers[jj];
depth_layers[jj] = depthTemp;
vec4 colorTemp = color_layers[ii];
color_layers[ii] = color_layers[jj];
color_layers[jj] = colorTemp;
jj = ii--;
}
}
vec3 blend( vec3 dst, vec4 src ) {
return ( dst * ( 1.0 - src.a ) ) + src.rgb;
}
void main() {
color_layers[0] = vec4( texture( DiffuseSampler, texCoord ).rgb, 1.0 );
depth_layers[0] = texture( DiffuseDepthSampler, texCoord ).r;
active_layers = 1;
try_insert( texture( TranslucentSampler, texCoord ), texture( TranslucentDepthSampler, texCoord ).r );
try_insert( texture( ItemEntitySampler, texCoord ), texture( ItemEntityDepthSampler, texCoord ).r );
try_insert( texture( ParticlesSampler, texCoord ), texture( ParticlesDepthSampler, texCoord ).r );
try_insert( texture( WeatherSampler, texCoord ), texture( WeatherDepthSampler, texCoord ).r );
try_insert( texture( CloudsSampler, texCoord ), texture( CloudsDepthSampler, texCoord ).r );
vec3 texelAccum = color_layers[0].rgb;
for ( int ii = 1; ii < active_layers; ++ii ) {
texelAccum = blend( texelAccum, color_layers[ii] );
}
fragColor = vec4( texelAccum.rgb, 1.0 );
}