Actually fix shader3 alpha this time

This commit is contained in:
kwolekr 2013-04-27 23:04:52 -04:00
parent 8767c78169
commit d7395cd2ab
1 changed files with 7 additions and 6 deletions

View File

@ -8,17 +8,18 @@ void main (void)
{ {
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
col *= gl_Color; col *= gl_Color;
float a = col.a;
col = col * col; // SRGB -> Linear col = col * col; // SRGB -> Linear
col *= 1.8; col *= 1.8;
col.a = 1.0 - exp(1.0 - col.a) / exp(1.0);
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0); col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
col = sqrt(col); // Linear -> SRGB col = sqrt(col); // Linear -> SRGB
float a = col.a;
if(fogDistance != 0.0){ if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
a = mix(a, 0.0, d); a = mix(a, 0.0, d);
} }
gl_FragColor = vec4(col.r, col.g, col.b, a); gl_FragColor = vec4(col.r, col.g, col.b, a);
} }