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layout(binding=0, std430) buffer offsetBuffer {
uint offset[];
};
layout(binding=1, std430) buffer maxBuffer {
uint maxSize;
};
#ifdef GPUINDEXING
uniform uint offset2;
uniform uint m1;
uniform uint r;
layout(binding=2, std430) buffer localSumBuffer {
uint localSum[];
};
layout(binding=3, std430) buffer globalSumBuffer {
uint globalSum[];
};
#else
layout(binding=2, std430) buffer countBuffer {
uint count[];
};
#endif
layout(binding=4, std430) buffer fragmentBuffer {
vec4 fragment[];
};
layout(binding=5, std430) buffer depthBuffer {
float depth[];
};
layout(binding=6, std430) buffer opaqueBuffer {
vec4 opaqueColor[];
};
layout(binding=7, std430) buffer opaqueDepthBuffer {
float opaqueDepth[];
};
out vec4 outColor;
uniform uint width;
uniform uint pixels;
uniform vec4 background;
vec4 blend(vec4 outColor, vec4 color)
{
return mix(outColor,color,color.a);
}
void main()
{
uint headIndex=uint(gl_FragCoord.y)*width+uint(gl_FragCoord.x);
#ifdef GPUINDEXING
uint size=offset[headIndex];
#else
uint size=count[headIndex];
#endif
float OpaqueDepth=opaqueDepth[headIndex];
if(size == 0u) {
#ifdef GPUINDEXING
offset[pixels+headIndex]=0u;
#endif
opaqueDepth[headIndex]=0.0;
discard;
}
outColor=OpaqueDepth != 0.0 ? opaqueColor[headIndex] : background;
#ifdef GPUINDEXING
uint p=headIndex < r*(m1+1u) ? headIndex/(m1+1u) : (headIndex-r)/m1;
uint listIndex=localSum[p]+localSum[offset2+p/m2]+globalSum[p/(m2*m2)]+
offset[pixels+headIndex];
#else
uint listIndex=offset[headIndex]-size;
#endif
uint k=0u;
if(OpaqueDepth != 0.0)
while(k < size && depth[listIndex+k] >= OpaqueDepth)
++k;
// Sort the fragments with respect to descending depth
if(size-k <= ARRAYSIZE) {
if(k < size) {
uint Index[ARRAYSIZE];
float Depth[ARRAYSIZE];
Index[0]=k;
Depth[0]=depth[listIndex+k];
++k;
uint i=1u;
while(true) {
if(OpaqueDepth != 0.0)
while(k < size && depth[listIndex+k] >= OpaqueDepth)
++k;
if(k == size) break;
float d=depth[listIndex+k];
uint j=i;
while(j > 0u && d > Depth[j-1u]) {
Index[j]=Index[j-1u];
Depth[j]=Depth[j-1u];
--j;
}
Index[j]=k++;
Depth[j]=d;
++i;
}
for(uint j=0u; j < i; ++j)
outColor=blend(outColor,fragment[listIndex+Index[j]]);
}
} else {
atomicMax(maxSize,size);
for(uint i=k+1u; i < size; i++) {
vec4 temp=fragment[listIndex+i];
float d=depth[listIndex+i];
uint j=i;
while(j > 0u && d > depth[listIndex+j-1u]) {
fragment[listIndex+j]=fragment[listIndex+j-1u];
depth[listIndex+j]=depth[listIndex+j-1u];
--j;
}
fragment[listIndex+j]=temp;
depth[listIndex+j]=d;
}
uint stop=listIndex+size;
if(OpaqueDepth == 0.0)
for(uint i=listIndex+k; i < stop; i++)
outColor=blend(outColor,fragment[i]);
else
for(uint i=listIndex+k; i < stop; i++) {
if(depth[i] < OpaqueDepth)
outColor=blend(outColor,fragment[i]);
}
}
opaqueDepth[headIndex]=0.0;
#ifdef GPUINDEXING
offset[headIndex]=0u;
offset[pixels+headIndex]=0u;
#else
count[headIndex]=0u;
#endif
}
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