Fixed: don't reduce alpha twice in 2D render layers

This commit is contained in:
ZZYZX 2019-12-16 04:52:37 +02:00
parent 19718cd464
commit 5fbedaf8fc

View file

@ -208,7 +208,7 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.SetAlphaTestEnable(false); graphics.SetAlphaTestEnable(false);
graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetSourceBlend(Blend.SourceAlpha);
graphics.SetDestinationBlend(Blend.InverseSourceAlpha); graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, layer.alpha)); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
break; break;
case BlendingMode.Additive: case BlendingMode.Additive:
@ -216,7 +216,7 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.SetAlphaTestEnable(false); graphics.SetAlphaTestEnable(false);
graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetSourceBlend(Blend.SourceAlpha);
graphics.SetDestinationBlend(Blend.One); graphics.SetDestinationBlend(Blend.One);
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, layer.alpha)); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
break; break;
} }