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#version 450

#define LIST_END ~0x0
#define SORT_MAX 32

layout (location = 0) out vec4 color;

layout(binding = 0) uniform mvp {
	mat4 model;
	mat4 view;
	mat4 proj;
	uint count;
} ubo;

layout(binding = 1) buffer fragment_buffer {
	uvec3 fragments[];
};
layout(binding = 2, r32ui) uniform uimage2D head;
layout(binding = 3) buffer counter {
	int data;
};

vec4 blend_colors(uint packed_color, vec4 dst_color) {
	const vec4 src_color = unpackUnorm4x8(packed_color);
	return vec4(mix(dst_color.rgb, src_color.rgb, src_color.a), dst_color.a * (1.0f - src_color.a));
}

void main() {
	color = vec4(0, 0, 0, 1);
	uint idx = imageLoad(head, ivec2(gl_FragCoord.xy)).r;
	imageStore(head, ivec2(gl_FragCoord.xy), ivec4(LIST_END, 0, 0, 0));

	uvec2 sorted[SORT_MAX];
	uint sorted_count = 0;

	// TODO: use a proper struct
	while (idx != LIST_END) {
		const uvec3 fragment = fragments[idx];
		idx = fragment.x;

		if (sorted_count < SORT_MAX) {
			uint i = sorted_count;
			for(; i > 0 && fragment.z > sorted[i - 1].y; i--) {
				sorted[i] = sorted[i - 1];
			}
			sorted[i] = fragment.yz;
			sorted_count++;
		} else if (fragment.z > sorted[0].y) {
			color = blend_colors(sorted[0].x, color);
			uint i = 0;
			for (; i < SORT_MAX - 1 && fragment.z < sorted[i + 1].y; i++) {
				sorted[i] = sorted[i + 1];
			}
			sorted[i] = fragment.yz;
		} else {
			color = blend_colors(fragment.y, color);
		}
	}

	for (int i = 0; i < sorted_count; i++) {
		color = blend_colors(sorted[i].x, color);
	}

	color.a = 1.0f - color.a;
}