don't render objects with zero alpha color (RGBA)
This commit is contained in:
@@ -17,10 +17,11 @@ static const char* useShadowMapInstancingFragmentShader= \
|
||||
"out vec4 color;\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);\n"
|
||||
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);\n"
|
||||
" vec3 ct,cf;\n"
|
||||
" float intensity,at,af;\n"
|
||||
" \n"
|
||||
" if (fragment.color.w==0)\n"
|
||||
" discard;\n"
|
||||
" intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );\n"
|
||||
" \n"
|
||||
" af = 1.0;\n"
|
||||
@@ -37,7 +38,6 @@ static const char* useShadowMapInstancingFragmentShader= \
|
||||
" intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
|
||||
" \n"
|
||||
" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;\n"
|
||||
" \n"
|
||||
" color = vec4(ct * cf, fragment.color.w);\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
Reference in New Issue
Block a user