#define_import_path bevy_core_pipeline::oit #import bevy_pbr::mesh_view_bindings::{view, oit_layers, oit_layer_ids, oit_settings} #ifdef OIT_ENABLED // Add the fragment to the oit buffer fn oit_draw(position: vec4f, color: vec4f) { // Don't add fully transparent fragments to the list // because we don't want to have to sort them in the resolve pass if color.a < oit_settings.alpha_threshold { return; } // get the index of the current fragment relative to the screen size let screen_index = i32(floor(position.x) + floor(position.y) * view.viewport.z); // get the size of the buffer. // It's always the size of the screen let buffer_size = i32(view.viewport.z * view.viewport.w); // gets the layer index of the current fragment var layer_id = atomicAdd(&oit_layer_ids[screen_index], 1); // exit early if we've reached the maximum amount of fragments per layer if layer_id >= oit_settings.layers_count { // force to store the oit_layers_count to make sure we don't // accidentally increase the index above the maximum value atomicStore(&oit_layer_ids[screen_index], oit_settings.layers_count); // TODO for tail blending we should return the color here return; } // get the layer_index from the screen let layer_index = screen_index + layer_id * buffer_size; let rgb9e5_color = bevy_pbr::rgb9e5::vec3_to_rgb9e5_(color.rgb); let depth_alpha = pack_24bit_depth_8bit_alpha(position.z, color.a); oit_layers[layer_index] = vec2(rgb9e5_color, depth_alpha); } #endif // OIT_ENABLED fn pack_24bit_depth_8bit_alpha(depth: f32, alpha: f32) -> u32 { let depth_bits = u32(saturate(depth) * f32(0xFFFFFFu) + 0.5); let alpha_bits = u32(saturate(alpha) * f32(0xFFu) + 0.5); return (depth_bits & 0xFFFFFFu) | ((alpha_bits & 0xFFu) << 24u); } fn unpack_24bit_depth_8bit_alpha(packed: u32) -> vec2 { let depth_bits = packed & 0xFFFFFFu; let alpha_bits = (packed >> 24u) & 0xFFu; return vec2(f32(depth_bits) / f32(0xFFFFFFu), f32(alpha_bits) / f32(0xFFu)); }