Bloom should now show behind transparent objects.

This commit is contained in:
Tleety
2016-02-19 14:23:40 +01:00
parent 949ee76f55
commit 97fcdb342d
2 changed files with 3 additions and 1 deletions
+1 -1
View File
@@ -169,7 +169,7 @@ void main()
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
color_result += glowTexel*GlowIntensity;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
//Tiled Debug Code
/*
+2
View File
@@ -191,8 +191,10 @@ void DrawFinalPass::Draw(RenderScene& scene)
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
GLERROR("OpaqueObjects");
state->BlendFunc(GL_ONE, GL_ONE);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");