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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-29 13:05:23 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-29 13:05:23 +0300
commit04f8929271148659f3157fd728f7437e6409a29f (patch)
tree5f18492e04af52b7d6dd1a186e3d6cb556a76ab1 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parent15ebe30bc5bdb9d515c8a8a478db6c7770ff0fb1 (diff)
Workbench: Transparent textures
Worknemch now supports transparent textures. As the main engine is a deferred shading only a cutoff is supported (draw or don't draw this pixel)
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 110b5a51fa5..81b6b2567a9 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -1,5 +1,7 @@
#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
+uniform float ImageTransparencyCutoff = 0.1;
+
#endif
uniform mat4 ProjectionMatrix;
uniform mat3 normalWorldMatrix;
@@ -35,6 +37,9 @@ void main()
#ifdef V3D_SHADING_TEXTURE_COLOR
diffuse_color = texture(image, uv_interp);
+ if (diffuse_color.a < ImageTransparencyCutoff) {
+ discard;
+ }
#else
diffuse_color = materialDiffuseColor;
#endif /* V3D_SHADING_TEXTURE_COLOR */