Disable coverage adjustment for blended objects

dont-compose-content
AnyOldName3 4 years ago
parent e42b3bf960
commit 84a9facedf

@ -904,6 +904,7 @@ void SceneUtil::MWShadowTechnique::setupCastingShader(Shader::ShaderManager & sh
program->addShader(castingVertexShader);
program->addShader(shaderManager.getShader("shadowcasting_fragment.glsl", { {"alphaFunc", std::to_string(alphaFunc)},
{"alphaToCoverage", "0"},
{"adjustCoverage", "1"},
{"useGPUShader4", useGPUShader4}
}, osg::Shader::FRAGMENT));
}

@ -482,6 +482,7 @@ namespace Shader
removedState = new osg::StateSet();
defineMap["alphaToCoverage"] = "0";
defineMap["adjustCoverage"] = "0";
if (reqs.mAlphaFunc != osg::AlphaFunc::ALWAYS)
{
writableStateSet->addUniform(new osg::Uniform("alphaRef", reqs.mAlphaRef));
@ -505,6 +506,11 @@ namespace Shader
defineMap["alphaToCoverage"] = "1";
}
// Adjusting coverage isn't safe with blending on as blending requires the alpha to be intact.
// Maybe we could also somehow (e.g. userdata) detect when the diffuse map has coverage-preserving mip maps in the future
if (!reqs.mAlphaBlend)
defineMap["adjustCoverage"] = "1";
// Preventing alpha tested stuff shrinking as lower mip levels are used requires knowing the texture size
osg::ref_ptr<osg::GLExtensions> exts = osg::GLExtensions::Get(0, false);
if (exts && exts->isGpuShader4Supported)

@ -22,7 +22,7 @@ float mipmapLevel(vec2 scaleduv)
float coveragePreservingAlphaScale(sampler2D diffuseMap, vec2 uv)
{
#if @alphaFunc != FUNC_ALWAYS && @alphaFunc != FUNC_NEVER
#if @adjustCoverage
vec2 textureSize;
#if @useGPUShader4
textureSize = textureSize2D(diffuseMap, 0);

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