OpenGL Renderer:
- Revert a change in setting the fog render bit for translucent fragments. Fixes the appearance of the Air Robo GP in Solatorobo: Red the Hunter. (Regression from r5464.)
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@ -369,7 +369,7 @@ static const char *fragmentShader_100 = {"\
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gl_FragData[0] = newFragColor;\n\
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gl_FragData[1] = vec4( packVec3FromFloat(newFragDepth), float(polyEnableDepthWrite && (newFragColor.a > 0.999 || polySetNewDepthForTranslucent)));\n\
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gl_FragData[2] = vec4(float(polyID)/63.0, 0.0, 0.0, float(newFragColor.a > 0.999));\n\
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gl_FragData[3] = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.0));\n\
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gl_FragData[3] = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5));\n\
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gl_FragDepth = newFragDepth;\n\
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} \n\
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"};
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@ -251,7 +251,7 @@ static const char *GeometryFragShader_150 = {"\
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outFragColor = newFragColor;\n\
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outFragDepth = vec4( packVec3FromFloat(newFragDepth), float(bool(polyEnableDepthWrite) && (newFragColor.a > 0.999 || bool(polySetNewDepthForTranslucent))));\n\
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outPolyID = vec4(float(polyID)/63.0, 0.0, 0.0, float(newFragColor.a > 0.999));\n\
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outFogAttributes = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.0));\n\
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outFogAttributes = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5));\n\
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gl_FragDepth = newFragDepth;\n\
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} \n\
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"};
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