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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-03-14 01:00:08 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-03-14 01:00:08 +0000 |
commit | 14e1b0def33339f2221f1101e115d0aff69727ad (patch) | |
tree | 6df7a8c9a9bd57f7582565562e21bc3684fbd177 | |
parent | Dedupe applying style to a face (diff) | |
download | ilt-14e1b0def33339f2221f1101e115d0aff69727ad.tar.bz2 ilt-14e1b0def33339f2221f1101e115d0aff69727ad.tar.xz ilt-14e1b0def33339f2221f1101e115d0aff69727ad.zip |
Basic fragment ahader should use final colour to determine clear flag
-rw-r--r-- | gfx/gl/shaders/basicShader.fs | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index 93f0a3f..24b2791 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -14,8 +14,9 @@ uniform sampler2D texture0; void main() { - float clear = round(texture(texture0, TexCoords).a); + vec4 textureColour = texture(texture0, TexCoords); + float clear = round(mix(textureColour.a, 1, Colour.a)); gPosition = vec4(FragPos, clear); gNormal = vec4(Normal, clear); - gAlbedoSpec = mix(texture(texture0, TexCoords), vec4(Colour.rgb, 1), Colour.a); + gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a); } |