Revision 6544040f
Added by Leszek Koltunski almost 6 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
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126 | 126 |
} |
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#endif |
128 | 128 |
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vec4 converted = vec4(color.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, color.a); |
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float z = v_Normal.z; |
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if( z<0.0 ) z = -z; |
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vec4 converted = vec4(color.rgb * (1.0 + 7.0*z) * 0.125, color.a); |
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#ifdef OIT |
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if( converted.a > 0.95 )
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if( converted.a > 0.97 )
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{ |
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fragColor= converted; |
135 | 138 |
} |
Also available in: Unified diff
Fix the fact that back-facing surfaces were invisible.