From 5638aab63c72906896ba8dec1a844a758b5423e2 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 26 Oct 2014 21:17:29 +0100 Subject: [PATCH] - fixed: Even though the name REDISALPHA implies otherwise, this render mode still needs to respect a texture's alpha channel to ensure that things get rendered properly. Otherwise the SmoothEdges function cannot be used which is necessary to ensure that filtered textures look correct. --- wadsrc/static/shaders/glsl/main.fp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index 1bf583b06..41150fa20 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -73,7 +73,7 @@ vec4 getTexel(vec2 st) break; case 4: // TM_REDTOALPHA - texel = vec4(1.0, 1.0, 1.0, texel.r); + texel = vec4(1.0, 1.0, 1.0, texel.r*texel.a); break; case 5: // TM_CLAMPY