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Revision 6544040f

Added by Leszek Koltunski over 6 years ago

Fix the fact that back-facing surfaces were invisible.

View differences:

src/main/res/raw/main_fragment_shader.glsl
126 126
    }
127 127
#endif
128 128

  
129
  vec4 converted = vec4(color.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, color.a);
129
  float z = v_Normal.z;
130
  if( z<0.0 ) z = -z;
131

  
132
  vec4 converted = vec4(color.rgb * (1.0 + 7.0*z) * 0.125, color.a);
130 133

  
131 134
#ifdef OIT
132
  if( converted.a > 0.95 )
135
  if( converted.a > 0.97 )
133 136
    {
134 137
    fragColor= converted;
135 138
    }
src/main/res/raw/oit_build_fragment_shader.glsl
98 98
  vec4  color= texture(u_Texture     , v_TexCoordinate);
99 99
  float depth= texture(u_DepthTexture, v_TexCoordinate).r;
100 100

  
101
  if( color.a > 0.95 )
101
  if( color.a > 0.97 )
102 102
    {
103 103
    gl_FragDepth = depth;
104 104
    fragColor    = color;

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