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author | Mike Erwin <significant.bit@gmail.com> | 2016-10-26 10:57:14 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2016-10-26 10:57:14 +0300 |
commit | a394f4e545f0ffaf0a65bdb492714a7d8d7a28e5 (patch) | |
tree | 5d425499fd5a57d115f0ea234ebc16d56526643d /source/blender/gpu/shaders | |
parent | 222ba0247ff641e62028a0917aab3e83f352f7d4 (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')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl | 16 |
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; +} |