diff options
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 8 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 8 | ||||
-rw-r--r-- | src/client/shader.cpp | 18 |
3 files changed, 34 insertions, 0 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 19e6c2d86..7213612bd 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -190,6 +190,14 @@ void main(void) #endif 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); 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); diff --git a/src/client/shader.cpp b/src/client/shader.cpp index ee6079f7a..0aba7b118 100644 --- a/src/client/shader.cpp +++ b/src/client/shader.cpp @@ -38,6 +38,16 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "gamedef.h" #include "client/tile.h" +#if ENABLE_GLES +#ifdef _IRR_COMPILE_WITH_OGLES1_ +#include <GLES/gl.h> +#else +#include <GLES2/gl2.h> +#endif +#else +#include <GL/gl.h> +#endif + /* A cache from shader name to shader path */ @@ -607,6 +617,14 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp // Create shaders header std::string shaders_header = "#version 120\n"; +#ifdef __unix__ + // For renderers that should use discard instead of GL_ALPHA_TEST + const char* gl_renderer = (const char*)glGetString(GL_RENDERER); + if (strstr(gl_renderer, "GC7000")) { + shaders_header += "#define USE_DISCARD\n"; + } +#endif + static const char* drawTypes[] = { "NDT_NORMAL", "NDT_AIRLIKE", |