To properly handle transparency, your fragment shader should contains the following function calls:
Functions | |
bool | OivDepthPeel (vec3 fragmentCoords) |
To properly handle transparency, your fragment shader should contains the following function calls:
These methods are accessible by including the <Inventor/oivDepthPeeling_frag.h> header in your shader: Ex:
void main() { if ( OivDepthPeel(gl_FragCoord.xyz) ) { Vec4 color = vec4(1, 0, 0, 0.5); OivDepthPeelingOutputColor(color); } }
bool OivDepthPeel | ( | vec3 | fragmentCoords | ) |
This method peels the current fragment.
If the fragment must be ignored, this method does the discard. The fragment coords must be in screen space (gl_FragCoord.xyz should always be used)
Returns true if the fragment should be shaded.