shaders: Fix transparency on GC7000L (#10036)

Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
This commit is contained in:
mntmn 2020-08-25 20:49:51 +02:00 committed by GitHub
parent f27cf47779
commit 44c98089cf
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 34 additions and 0 deletions

@ -190,6 +190,14 @@ void main(void)
#endif
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
if (base.a == 0.0) {
discard;
}
#endif
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap) {
vec3 L = normalize(lightVec);

@ -129,6 +129,14 @@ void main(void)
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
if (base.a == 0.0) {
discard;
}
#endif
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap) {
vec3 L = normalize(lightVec);

@ -38,6 +38,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#include "client/tile.h"
#if ENABLE_GLES
#ifdef _IRR_COMPILE_WITH_OGLES1_
#include <GLES/gl.h>
#else
#include <GLES2/gl2.h>
#endif
#else
#include <GL/gl.h>
#endif
/*
A cache from shader name to shader path
*/
@ -607,6 +617,14 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
// Create shaders header
std::string shaders_header = "#version 120\n";
#ifdef __unix__
// For renderers that should use discard instead of GL_ALPHA_TEST
const char* gl_renderer = (const char*)glGetString(GL_RENDERER);
if (strstr(gl_renderer, "GC7000")) {
shaders_header += "#define USE_DISCARD\n";
}
#endif
static const char* drawTypes[] = {
"NDT_NORMAL",
"NDT_AIRLIKE",