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authormntmn <lukas@mnt.mn>2020-08-25 20:49:51 +0200
committerGitHub <noreply@github.com>2020-08-25 20:49:51 +0200
commit44c98089cf923fda924902bceec4edb01f36ce2c (patch)
treeb940582becd30e2de4b9b1fe4e08debe4dde87e0 /client/shaders/object_shader/opengl_fragment.glsl
parentf27cf4777933f06f85fa2f013d56ca0a2cf1d588 (diff)
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shaders: Fix transparency on GC7000L (#10036)
Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
Diffstat (limited to 'client/shaders/object_shader/opengl_fragment.glsl')
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl8
1 files changed, 8 insertions, 0 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index 0534dc049..2d33ca439 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -129,6 +129,14 @@ void main(void)
vec4 base = texture2D(baseTexture, uv).rgba;
+#ifdef USE_DISCARD
+ // If alpha is zero, we can just discard the pixel. This fixes transparency
+ // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
+ if (base.a == 0.0) {
+ discard;
+ }
+#endif
+
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap) {
vec3 L = normalize(lightVec);