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Commit 4fe71c1d authored by Graham Linden's avatar Graham Linden
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SL-11109

Fix alpha mask shadows to mult vert alpha prior to discard tests and obey min alpha settings.

Make shadow/shadowAlphaMask use consistent varying and output.

Also fixes bug with 0% and 1% transparency providing varying different visual results.
parent cd6044ed
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......@@ -33,38 +33,34 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
VARYING float pos_w;
VARYING vec4 post_pos;
VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
uniform float minimum_alpha;
void main()
{
float alpha = diffuseLookup(vary_texcoord0.xy).a;
alpha *= vertex_color.a;
if (alpha < 0.05) // treat as totally transparent
{
discard;
}
if (alpha < 0.88) // treat as semi-transparent
if (alpha < minimum_alpha) // treat as semi-transparent
{
if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25)
{
discard;
}
}
alpha *= vertex_color.a;
frag_color = vec4(1,1,1,1);
#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}
......@@ -31,12 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
VARYING float pos_w;
VARYING vec4 post_pos;
VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
......@@ -50,11 +45,9 @@ void main()
vec4 pos = modelview_projection_matrix * pre_pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
pos_w = pos.w;
post_pos = pos;
#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
#else
gl_Position = pos;
......
......@@ -31,9 +31,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
void main()
{
......
......@@ -27,20 +27,19 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
#if !defined(DEPTH_CLAMP)
post_pos = pos;
#if !defined(DEPTH_CLAMP)
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
#else
gl_Position = pos;
#endif
}
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