diff options
| author | Dave Parks <davep@lindenlab.com> | 2022-03-24 14:48:06 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2022-03-24 14:48:06 -0500 | 
| commit | 41cf9fcb050b682ea8f9a855da33a246b5e169c4 (patch) | |
| tree | 67d35741cb149885d30d17191a447307290cfc95 /indra/newview/app_settings/shaders/class1/deferred | |
| parent | 1d79d101ecaa0a4b365e7f28ca022c1e19a43108 (diff) | |
SL-17028 Fix for inconsistent ordering of transparent rigged meshes and removal of glow-only rigged meshes from depth buffer.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 7 | 
1 files changed, 6 insertions, 1 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index d3a05c34c0..638a0f4e15 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -215,6 +215,11 @@ void main()      float final_alpha = diffuse_linear.a;  #ifdef USE_VERTEX_COLOR +    if (vertex_color.a <= 0.0) +    { // TODO: figure out how to get invisible faces out of  +        // render batches without breaking glow +        discard; +    }      final_alpha *= vertex_color.a;      diffuse_srgb.rgb *= vertex_color.rgb;      diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); @@ -308,7 +313,7 @@ vec3 post_atmo = color.rgb;  #endif // WATER_FOG  #endif -     +      frag_color = color;  } | 
