From 04f8929271148659f3157fd728f7437e6409a29f Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Fri, 29 Jun 2018 12:05:23 +0200 Subject: 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) --- .../workbench/shaders/workbench_forward_transparent_accum_frag.glsl | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl') 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 */ -- cgit v1.2.3