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Fixed: there was no highlight shader for internal sprites for ZDoom effects disabled; Fixed: highlighting of transparent walls/floors was broken
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7ea64f910b
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42aa6c8832
2 changed files with 2 additions and 1 deletions
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@ -95,6 +95,7 @@ namespace CodeImp.DoomBuilder.Rendering
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// fog 3d shaders
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CompileShader(ShaderName.world3d_main_fog, "world3d.shader", "world3d_main_fog");
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CompileShader(ShaderName.world3d_main_highlight_vertexcolor, "world3d.shader", "world3d_highlight_vertexcolor");
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CompileShader(ShaderName.world3d_main_highlight_fog, "world3d.shader", "world3d_main_highlight_fog");
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CompileShader(ShaderName.world3d_main_fog_vertexcolor, "world3d.shader", "world3d_main_fog_vertexcolor");
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CompileShader(ShaderName.world3d_main_highlight_fog_vertexcolor, "world3d.shader", "world3d_main_highlight_fog_vertexcolor");
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@ -308,7 +308,7 @@ shader world3d_main_highlight_fog extends world3d_main_fog
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
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tcolor = vec4(getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal).rgb, tcolor.a);
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if (tcolor.a == 0.0)
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{
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out.FragColor = tcolor;
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