Fixed: there was no highlight shader for internal sprites for ZDoom effects disabled; Fixed: highlighting of transparent walls/floors was broken

This commit is contained in:
ZZYZX 2020-01-14 11:09:33 +02:00
parent 7ea64f910b
commit 42aa6c8832
2 changed files with 2 additions and 1 deletions

View file

@ -95,6 +95,7 @@ namespace CodeImp.DoomBuilder.Rendering
// fog 3d shaders
CompileShader(ShaderName.world3d_main_fog, "world3d.shader", "world3d_main_fog");
CompileShader(ShaderName.world3d_main_highlight_vertexcolor, "world3d.shader", "world3d_highlight_vertexcolor");
CompileShader(ShaderName.world3d_main_highlight_fog, "world3d.shader", "world3d_main_highlight_fog");
CompileShader(ShaderName.world3d_main_fog_vertexcolor, "world3d.shader", "world3d_main_fog_vertexcolor");
CompileShader(ShaderName.world3d_main_highlight_fog_vertexcolor, "world3d.shader", "world3d_main_highlight_fog_vertexcolor");

View file

@ -308,7 +308,7 @@ shader world3d_main_highlight_fog extends world3d_main_fog
{
vec4 tcolor = texture(texture1, v2f.UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
tcolor = vec4(getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal).rgb, tcolor.a);
if (tcolor.a == 0.0)
{
out.FragColor = tcolor;