Fix GLES2 discard behaviour (texture transparency)

This commit is contained in:
sfan5 2021-09-10 21:59:29 +02:00
parent d1e0f73b77
commit ea250ff5c5
3 changed files with 18 additions and 8 deletions

@ -463,13 +463,16 @@ void main(void)
vec2 uv = varTexCoord.st; vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba; vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency // 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, // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely. // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
if (base.a == 0.0) { #ifdef USE_DISCARD
if (base.a == 0.0)
discard;
#endif
#ifdef USE_DISCARD_REF
if (base.a < 0.5)
discard; discard;
}
#endif #endif
color = base.rgb; color = base.rgb;

@ -328,13 +328,16 @@ void main(void)
vec2 uv = varTexCoord.st; vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba; vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency // 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, // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely. // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
if (base.a == 0.0) { #ifdef USE_DISCARD
if (base.a == 0.0)
discard;
#endif
#ifdef USE_DISCARD_REF
if (base.a < 0.5)
discard; discard;
}
#endif #endif
color = base.rgb; color = base.rgb;

@ -674,8 +674,12 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
if (strstr(gl_renderer, "GC7000")) if (strstr(gl_renderer, "GC7000"))
use_discard = true; use_discard = true;
#endif #endif
if (use_discard && shaderinfo.base_material != video::EMT_SOLID) if (use_discard) {
shaders_header << "#define USE_DISCARD 1\n"; if (shaderinfo.base_material == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
shaders_header << "#define USE_DISCARD 1\n";
else if (shaderinfo.base_material == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
shaders_header << "#define USE_DISCARD_REF 1\n";
}
#define PROVIDE(constant) shaders_header << "#define " #constant " " << (int)constant << "\n" #define PROVIDE(constant) shaders_header << "#define " #constant " " << (int)constant << "\n"