Redid alpha-render-handling (-> grey eliminated)
Particlesystem now looking like in particle creator. -> All effects have to be redone
This commit is contained in:
@ -20,6 +20,7 @@ void main() {
|
||||
vec2 texAtlasCoords = getTexCoordsInAtlas(clampedTexCoords, texAtlasIndex);
|
||||
gl_FragColor = texture2D(texture, texAtlasCoords);
|
||||
gl_FragColor.a = min(gl_FragColor.a, alpha);
|
||||
gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
|
||||
|
||||
}
|
||||
|
||||
|
@ -11,7 +11,9 @@ vec3 saturateColor(in vec3 color, in float a);
|
||||
void main() {
|
||||
|
||||
float a = texture2D(texture, pass_TexCoords).a * alpha;
|
||||
gl_FragColor = vec4(saturateColor(color, a), a);
|
||||
gl_FragColor = vec4(color, a);
|
||||
vec3 black = vec3(0.0, 0.0, 0.0);
|
||||
gl_FragColor.rgb = mix(color, black, 1.0 - gl_FragColor.a);
|
||||
|
||||
}
|
||||
|
||||
|
@ -7,5 +7,6 @@ varying vec2 pass_TexCoords;
|
||||
void main() {
|
||||
|
||||
gl_FragColor = texture2D(texture, pass_TexCoords);
|
||||
gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
|
||||
|
||||
}
|
Reference in New Issue
Block a user