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shaders: Fix transparency on GC7000L (#10036)
Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
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@ -190,6 +190,14 @@ void main(void)
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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef USE_DISCARD
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// If alpha is zero, we can just discard the pixel. This fixes transparency
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// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
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if (base.a == 0.0) {
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discard;
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}
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#endif
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap) {
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vec3 L = normalize(lightVec);
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@ -129,6 +129,14 @@ void main(void)
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef USE_DISCARD
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// If alpha is zero, we can just discard the pixel. This fixes transparency
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// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
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if (base.a == 0.0) {
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discard;
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}
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#endif
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap) {
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vec3 L = normalize(lightVec);
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@ -38,6 +38,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "gamedef.h"
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#include "client/tile.h"
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#if ENABLE_GLES
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#ifdef _IRR_COMPILE_WITH_OGLES1_
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#include <GLES/gl.h>
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#else
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#include <GLES2/gl2.h>
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#endif
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#else
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#include <GL/gl.h>
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#endif
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/*
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A cache from shader name to shader path
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*/
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@ -607,6 +617,14 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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// Create shaders header
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std::string shaders_header = "#version 120\n";
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#ifdef __unix__
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// For renderers that should use discard instead of GL_ALPHA_TEST
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const char* gl_renderer = (const char*)glGetString(GL_RENDERER);
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if (strstr(gl_renderer, "GC7000")) {
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shaders_header += "#define USE_DISCARD\n";
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}
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#endif
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static const char* drawTypes[] = {
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"NDT_NORMAL",
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"NDT_AIRLIKE",
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