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authorMike Erwin <significant.bit@gmail.com>2016-10-26 10:57:14 +0300
committerMike Erwin <significant.bit@gmail.com>2016-10-26 10:57:14 +0300
commita394f4e545f0ffaf0a65bdb492714a7d8d7a28e5 (patch)
tree5d425499fd5a57d115f0ea234ebc16d56526643d /source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
parent222ba0247ff641e62028a0917aab3e83f352f7d4 (diff)
OpenGL: edge shader discards fragments of unused edges
Discarded edges should not update depth buffer or blend with color buffer. Geometry shader version will make this obsolete.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl16
1 files changed, 16 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
new file mode 100644
index 00000000000..10b4c2ac39d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -0,0 +1,16 @@
+
+#if __VERSION__ == 120
+ flat varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ flat in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ if (finalColor.a > 0.0)
+ fragColor = finalColor;
+ else
+ discard;
+}