From a394f4e545f0ffaf0a65bdb492714a7d8d7a28e5 Mon Sep 17 00:00:00 2001 From: Mike Erwin Date: Wed, 26 Oct 2016 03:57:14 -0400 Subject: 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. --- .../shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) create mode 100644 source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl (limited to 'source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl') 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; +} -- cgit v1.2.3