Go to the source code of this file.
Defines | |
#define | OIV_DEPTHPEELING_H |
Functions | |
bool | OivDepthPeel (vec3 fragmentCoords) |
void | OivDepthPeelingOutputColor (vec4 color) |
void | OivDepthPeelingOutputColor (vec4 color, vec3 coords) |
#define OIV_DEPTHPEELING_H |
void OivDepthPeelingOutputColor | ( | vec4 | color, | |
vec3 | coords | |||
) |
By default the depth generated by the rasterizer (gl_FragCoord.z) is used, but some algorithms may modify the depth in the fragment shader.
In these cases gl_FragCoord.z is not valid and the user-defined depth coordinate must be explicitly specified in the 'coords' parameter.
void OivDepthPeelingOutputColor | ( | vec4 | color | ) |
When depth peeling is enabled, OivDepthPeelingOutputColor must be called instead of setting 'gl_FragColor' since some depth peeling techniques use MRTs (multiple render targets) or premultiply the color by the alpha value (on-the-fly blending for example).