From 42aa6c883205eda9ce797ed0bc4010d6017e190f Mon Sep 17 00:00:00 2001 From: ZZYZX Date: Tue, 14 Jan 2020 11:09:33 +0200 Subject: [PATCH] Fixed: there was no highlight shader for internal sprites for ZDoom effects disabled; Fixed: highlighting of transparent walls/floors was broken --- Source/Core/Rendering/RenderDevice.cs | 1 + Source/Core/Resources/world3d.shader | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/Source/Core/Rendering/RenderDevice.cs b/Source/Core/Rendering/RenderDevice.cs index 201377f8..54375cc1 100755 --- a/Source/Core/Rendering/RenderDevice.cs +++ b/Source/Core/Rendering/RenderDevice.cs @@ -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"); diff --git a/Source/Core/Resources/world3d.shader b/Source/Core/Resources/world3d.shader index a696667f..d400c70c 100755 --- a/Source/Core/Resources/world3d.shader +++ b/Source/Core/Resources/world3d.shader @@ -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;