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| author | Vaxry <vaxry@vaxry.net> | 2023-11-09 22:11:42 +0000 |
|---|---|---|
| committer | Vaxry <vaxry@vaxry.net> | 2023-11-09 22:11:54 +0000 |
| commit | 14195835ef1dd25e10b0d873ec75c004b238ccba (patch) | |
| tree | b7803f0d73d8d0aab85c0d7642437ae1d6f75473 /src/render/shaders | |
| parent | 11432f69b929b8f74d7b0a2b327cef1da2462535 (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.hpp | 2 |
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"#( |
