Blender Internal: Correct GLSL preview, material using shader nodes didn't consider "Transparency" is a shader pipeline option.
This commit is contained in:
		@@ -1381,7 +1381,7 @@ void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
 | 
			
		||||
	GPU_link(mat, "set_rgb", GPU_uniform(&ma->specr), &shi->specrgb);
 | 
			
		||||
	GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn);
 | 
			
		||||
 | 
			
		||||
	if (ma->mode & MA_TRANSP)
 | 
			
		||||
	if (mat->alpha)
 | 
			
		||||
		GPU_link(mat, "set_value", GPU_uniform(&ma->alpha), &shi->alpha);
 | 
			
		||||
	else
 | 
			
		||||
		GPU_link(mat, "set_value", GPU_uniform(&one), &shi->alpha);
 | 
			
		||||
@@ -1413,9 +1413,6 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
 | 
			
		||||
 | 
			
		||||
	do_material_tex(shi);
 | 
			
		||||
 | 
			
		||||
	if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
 | 
			
		||||
		GPU_material_enable_alpha(mat);
 | 
			
		||||
 | 
			
		||||
	if ((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
 | 
			
		||||
		GPU_link(mat, "set_rgb", shi->rgb, &shr->diff);
 | 
			
		||||
		GPU_link(mat, "set_rgb_zero", &shr->spec);
 | 
			
		||||
@@ -1488,7 +1485,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
 | 
			
		||||
			GPU_uniform(&world->horr), &shr->combined);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (!((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))) {
 | 
			
		||||
	if (!mat->alpha) {
 | 
			
		||||
		if (world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f))
 | 
			
		||||
			GPU_link(mat, "shade_world_mix", GPU_uniform(&world->horr),
 | 
			
		||||
				shr->combined, &shr->combined);
 | 
			
		||||
@@ -1583,6 +1580,10 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
 | 
			
		||||
	mat = GPU_material_construct_begin(ma);
 | 
			
		||||
	mat->scene = scene;
 | 
			
		||||
 | 
			
		||||
	/* render pipeline option */
 | 
			
		||||
	if (ma->mode & MA_TRANSP)
 | 
			
		||||
		GPU_material_enable_alpha(mat);
 | 
			
		||||
 | 
			
		||||
	if (!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) {
 | 
			
		||||
		/* create nodes */
 | 
			
		||||
		ntreeGPUMaterialNodes(ma->nodetree, mat);
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user