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Revision 6544040f

Added by Leszek Koltunski almost 6 years ago

Fix the fact that back-facing surfaces were invisible.

View differences:

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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