diff options
author | Dave Parks <davep@lindenlab.com> | 2024-05-15 15:40:55 -0500 |
---|---|---|
committer | GitHub <noreply@github.com> | 2024-05-15 15:40:55 -0500 |
commit | 29be88d60d654193926add496d2d851f7c217356 (patch) | |
tree | cfc392d05ebbb334940cd5a91070e977a854fa70 /indra/newview/app_settings/shaders/class1/deferred | |
parent | bbc9d9db4838e60724c8ba93c2efdbaa522595c1 (diff) |
#1267 Fix for alpha cutoff of zero and base color factor alpha of zero making objects disappear (#1485)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 8 |
2 files changed, 7 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl index 1d1545be7e..35b7602569 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl @@ -35,7 +35,7 @@ uniform float minimum_alpha; void main() { - float alpha = texture(diffuseMap,vary_texcoord0.xy).a; + float alpha = texture(diffuseMap,vary_texcoord0.xy).a * vertex_color.a; if (alpha < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 1d5f810cf3..380d493636 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -69,12 +69,16 @@ void main() mirrorClip(vary_position); vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; + basecolor.rgb = srgb_to_linear(basecolor.rgb); + + basecolor *= vertex_color; + if (basecolor.a < minimum_alpha) { discard; } - vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); + vec3 col = basecolor.rgb; // from mikktspace.com vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; @@ -108,7 +112,7 @@ void main() //emissive = tnorm*0.5+0.5; // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse - frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. + frag_data[1] = max(vec4(spec.rgb,0.0), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. frag_data[2] = vec4(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive } |