Is there any way to enable blending for Image Outputs of the renderTOP? As I understand it, the following options are available (pls correct me if assumptions are wrong):
1/ Additional color buffers, using render select TOP and layout(..) out vec4 oBuffer
- These can use blending if the “Allow blending for extra buffers” is turned on
- However, they MUST be the same resolution and bit depth as the renderTOP
2/ Image output using imageStore()
- afaik, cannot enable blending
- However, they can be any resolution / bit depth, indep of each other and the render
My question is: Can I leverage the indep resolutions/bit depth without sacrificing blending? Is this a limitation of imageStore()? can I write the blending in the shader in any way? or approximate it with atomic operations? if not, what is the write protocol - the last fragment draw wins?
Use case: simulation with 5m particles each contributing to various ‘environmental’ layers like nutrients, sediment, temperature, etc. Some need to be 32 bit, some can be 8bit only, some need to be the simulation res, and some need to be the render res