Give EMT_TRANSPARENT_ALPHA_CHANNEL it's own fragment shader. Fixes problem in q3 map reported by feelthat in the forum.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5033 dfc29bdd-3216-0410-991c-e03cc46cb475
master
cutealien 2015-02-03 16:19:30 +00:00
parent e0c835fd14
commit 831962cedb
2 changed files with 70 additions and 0 deletions

View File

@ -0,0 +1,69 @@
precision mediump float;
/* Uniforms */
uniform float uAlphaRef;
uniform int uTextureUsage0;
uniform sampler2D uTextureUnit0;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 Color = vVertexColor;
if (bool(uTextureUsage0))
{
Color *= texture2D(uTextureUnit0, vTextureCoord0);
// TODO: uAlphaRef should rather control sharpness of alpha, don't know how to do that right now and this works in most cases.
if (Color.a < uAlphaRef)
discard;
}
Color += vSpecularColor;
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
Color = mix(FogColor, Color, FogFactor);
}
gl_FragColor = Color;
}

View File

@ -389,6 +389,7 @@ COGLES2Driver::~COGLES2Driver()
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0, EGSL_DEFAULT);
FragmentShader = OGLES2ShaderPath + "COGLES2TransparentAlphaChannel.fsh";
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0, EGSL_DEFAULT);