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authorVaxry <vaxry@vaxry.net>2023-11-09 22:11:42 +0000
committerVaxry <vaxry@vaxry.net>2023-11-09 22:11:54 +0000
commit14195835ef1dd25e10b0d873ec75c004b238ccba (patch)
treeb7803f0d73d8d0aab85c0d7642437ae1d6f75473 /src/render/shaders
parent11432f69b929b8f74d7b0a2b327cef1da2462535 (diff)
opengl: switch to black-and-white for alpha mattes
also fixes shadows on 10b
Diffstat (limited to 'src/render/shaders')
-rw-r--r--src/render/shaders/Textures.hpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp
index 15e80410..e0a2b498 100644
--- a/src/render/shaders/Textures.hpp
+++ b/src/render/shaders/Textures.hpp
@@ -137,7 +137,7 @@ uniform sampler2D tex;
uniform sampler2D texMatte;
void main() {
- gl_FragColor = texture2D(tex, v_texcoord) * (1.0 - texture2D(texMatte, v_texcoord)[3]);
+ gl_FragColor = texture2D(tex, v_texcoord) * texture2D(texMatte, v_texcoord)[0]; // I know it only uses R, but matte should be black/white anyways.
})#";
inline const std::string TEXFRAGSRCRGBX = R"#(