Fixed alpha of the opaque parts of texmap translucent parts.

This commit is contained in:
Leonardo Zide
2018-01-12 21:44:49 -08:00
parent 65ff6a41c6
commit ce8a830d40
+3 -3
View File
@@ -193,7 +193,7 @@ void lcContext::CreateShaderPrograms()
"void main()\n"
"{\n"
LC_SHADER_PRECISION " vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
" gl_FragColor = vec4(mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a), MaterialColor.a);\n"
" gl_FragColor = mix(MaterialColor, TexelColor, TexelColor.a);\n"
"}\n",
// LC_MATERIAL_UNLIT_VERTEX_COLOR
LC_SHADER_VERSION
@@ -231,8 +231,8 @@ void lcContext::CreateShaderPrograms()
"{\n"
LC_PIXEL_FAKE_LIGHTING
LC_SHADER_PRECISION " vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
LC_SHADER_PRECISION " vec3 DiffuseColor = mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a) * Diffuse;\n"
" gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n"
LC_SHADER_PRECISION " vec4 DiffuseColor = mix(MaterialColor, TexelColor, TexelColor.a);\n"
" gl_FragColor = vec4(vec3(DiffuseColor) * Diffuse + SpecularColor, DiffuseColor.a);\n"
"}\n"
};