What's the best way?
I tried to make this naïve with a piece that looks like this:
Less Wax 4 colors; Zero main () {low curve 4 alpha = color Constellation VC4A = VC4 (1.0, 1.0, 1.0, 1.0); Weak VC4 Aquinas Elpha = One-alpha; Gl_FragColor = gl_FragColor * oneMinusAlpha + Color enhancement * alpha; Gl_FragColor.w = 1.0; }
But that does not work, because it seems that nothing is meaningful before the shader runs in gl_FragColor.
What is the correct approach?
Alpha blending is done for you, on exit from the shader, gl_FragColor
Should have alpha values in the w
component and you have to set the blending mode with the normal API as if it is not at all. For example gl_FragColor = vec4 (0,1,0,0,5)
will become a green, 50% transparent piece.
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