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Fix GLES2 discard behaviour (texture transparency)
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parent
d1e0f73b77
commit
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@ -463,13 +463,16 @@ void main(void)
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vec2 uv = varTexCoord.st;
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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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// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
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if (base.a == 0.0) {
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#ifdef USE_DISCARD
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if (base.a == 0.0)
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discard;
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#endif
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#ifdef USE_DISCARD_REF
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if (base.a < 0.5)
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discard;
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}
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#endif
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color = base.rgb;
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@ -328,13 +328,16 @@ void main(void)
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vec2 uv = varTexCoord.st;
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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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// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
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if (base.a == 0.0) {
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#ifdef USE_DISCARD
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if (base.a == 0.0)
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discard;
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#endif
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#ifdef USE_DISCARD_REF
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if (base.a < 0.5)
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discard;
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}
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#endif
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color = base.rgb;
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@ -674,8 +674,12 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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if (strstr(gl_renderer, "GC7000"))
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use_discard = true;
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#endif
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if (use_discard && shaderinfo.base_material != video::EMT_SOLID)
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shaders_header << "#define USE_DISCARD 1\n";
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if (use_discard) {
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if (shaderinfo.base_material == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
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shaders_header << "#define USE_DISCARD 1\n";
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else if (shaderinfo.base_material == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
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shaders_header << "#define USE_DISCARD_REF 1\n";
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}
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#define PROVIDE(constant) shaders_header << "#define " #constant " " << (int)constant << "\n"
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