blend with texture alpha
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7e3bfeb59e
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@ -65,6 +65,7 @@ struct EntityOutputTexture {
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@location(2) normal: vec3<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) view: vec3<f32>,
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@location(3) view: vec3<f32>,
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@location(4) color: vec4<f32>,
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@location(4) color: vec4<f32>,
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@location(5) @interpolate(flat) model_color: vec4<f32>,
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};
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};
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@vertex
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@vertex
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fn vs_entity_texture(
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fn vs_entity_texture(
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@ -78,7 +79,8 @@ fn vs_entity_texture(
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var result: EntityOutputTexture;
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var result: EntityOutputTexture;
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result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz;
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result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz;
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result.texture = texture;
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result.texture = texture;
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result.color = model_instances[instance].color * color;
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result.color = color;
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result.model_color = model_instances[instance].color;
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result.view = position.xyz - camera.cam_pos.xyz;
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result.view = position.xyz - camera.cam_pos.xyz;
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result.position = camera.proj * camera.view * position;
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result.position = camera.proj * camera.view * position;
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return result;
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return result;
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@ -106,5 +108,5 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
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let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color;
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let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color;
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let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
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let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
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return mix(vec4<f32>(vec3<f32>(0.05) + 0.2 * reflected_color,1.0),fragment_color,1.0-pow(1.0-abs(d),2.0));
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return mix(vec4<f32>(vec3<f32>(0.05) + 0.2 * reflected_color,1.0),mix(vertex.model_color,vec4<f32>(fragment_color.rgb,1.0),fragment_color.a),1.0-pow(1.0-abs(d),2.0));
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}
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}
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