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author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-29 13:05:23 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-29 13:05:23 +0300 |
commit | 04f8929271148659f3157fd728f7437e6409a29f (patch) | |
tree | 5f18492e04af52b7d6dd1a186e3d6cb556a76ab1 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | |
parent | 15ebe30bc5bdb9d515c8a8a478db6c7770ff0fb1 (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.glsl | 5 |
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 */ |