Merge pull request #143 from teamfisk/Transparency-fix

Transparency fix
This commit is contained in:
2016-03-01 11:26:26 +01:00
2 changed files with 8 additions and 5 deletions
+4 -3
View File
@@ -170,7 +170,8 @@ void main()
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
@@ -181,9 +182,9 @@ void main()
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = vec4(reflectionColor.xyz, 1);
color_result += glowTexel*GlowIntensity;
color_result.xyz += glowTexel.xyz*GlowIntensity;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
//Tiled Debug Code
/*
+4 -2
View File
@@ -193,10 +193,12 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
state->BlendFunc(GL_ONE, GL_ONE);
//state->BlendFunc(GL_ONE, GL_ONE);
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");