Revision 6544040f
Added by Leszek Koltunski almost 6 years ago
src/main/res/raw/oit_build_fragment_shader.glsl | ||
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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 )
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|
102 | 102 |
{ |
103 | 103 |
gl_FragDepth = depth; |
104 | 104 |
fragColor = color; |
Also available in: Unified diff
Fix the fact that back-facing surfaces were invisible.