mirror of
https://github.com/OpenMW/openmw.git
synced 2025-03-06 01:49:42 +00:00
Merge branch 'softparticles_patch' into 'master'
Shadervisitor adjustments and Mac OS fix for soft particles See merge request OpenMW/openmw!1380
This commit is contained in:
commit
d8d7a3b372
8 changed files with 189 additions and 43 deletions
|
@ -101,8 +101,15 @@ namespace
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|||
: mOpaqueDepthFbo(new osg::FrameBufferObject)
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, mSourceFbo(sourceFbo)
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, mOpaqueDepthTex(opaqueDepthTex)
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, mColorAttached(false)
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{
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mOpaqueDepthFbo->setAttachment(osg::FrameBufferObject::BufferComponent::DEPTH_BUFFER, osg::FrameBufferAttachment(opaqueDepthTex));
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#ifdef __APPLE__
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// Mac OS drivers complain that a FBO is incomplete if it has no color attachment
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mOpaqueDepthFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(mOpaqueDepthTex->getTextureWidth(), mOpaqueDepthTex->getTextureHeight(), GL_RGB)));
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mColorAttached = true;
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#endif
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}
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void drawImplementation(osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous) override
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@ -113,7 +120,10 @@ namespace
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osg::GLExtensions* ext = state.get<osg::GLExtensions>();
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mSourceFbo->apply(state, osg::FrameBufferObject::READ_FRAMEBUFFER);
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postBindOperation(state);
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mOpaqueDepthFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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postBindOperation(state);
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ext->glBlitFramebuffer(0, 0, mOpaqueDepthTex->getTextureWidth(), mOpaqueDepthTex->getTextureHeight(), 0, 0, mOpaqueDepthTex->getTextureWidth(), mOpaqueDepthTex->getTextureHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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@ -123,9 +133,20 @@ namespace
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bin->drawImplementation(renderInfo, previous);
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}
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private:
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void postBindOperation(osg::State& state)
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{
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if (mColorAttached)
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return;
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
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state.glDrawBuffer(GL_NONE);
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state.glReadBuffer(GL_NONE);
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#endif
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}
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osg::ref_ptr<osg::FrameBufferObject> mOpaqueDepthFbo;
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osg::ref_ptr<osg::FrameBufferObject> mSourceFbo;
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osg::ref_ptr<osg::Texture2D> mOpaqueDepthTex;
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bool mColorAttached;
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};
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}
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|
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@ -317,6 +317,7 @@ namespace MWRender
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resourceSystem->getSceneManager()->setParticleSystemMask(MWRender::Mask_ParticleSystem);
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// Shadows and radial fog have problems with fixed-function mode
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bool forceShaders = Settings::Manager::getBool("radial fog", "Shaders")
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|| Settings::Manager::getBool("soft particles", "Shaders")
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|| Settings::Manager::getBool("force shaders", "Shaders")
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|| Settings::Manager::getBool("enable shadows", "Shadows")
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|| lightingMethod != SceneUtil::LightingMethod::FFP
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|
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@ -637,7 +637,6 @@ namespace MWRender
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mParticleNode = new osg::PositionAttitudeTransform;
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mParticleNode->addCullCallback(mUnderwaterSwitch);
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mParticleNode->setNodeMask(Mask_WeatherParticles);
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mParticleNode->getOrCreateStateSet();
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mRootNode->addChild(mParticleNode);
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}
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@ -669,7 +668,6 @@ namespace MWRender
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ps->getParticle(particleIndex)->update(0, true);
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}
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ps->getOrCreateStateSet();
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ps->setUserValue("simpleLighting", true);
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}
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|
|
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@ -1029,7 +1029,6 @@ namespace NifOsg
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void handleParticleSystem(const Nif::Node *nifNode, osg::Group *parentNode, SceneUtil::CompositeStateSetUpdater* composite, int animflags)
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{
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osg::ref_ptr<ParticleSystem> partsys (new ParticleSystem);
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partsys->getOrCreateStateSet();
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partsys->setSortMode(osgParticle::ParticleSystem::SORT_BACK_TO_FRONT);
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const Nif::NiParticleSystemController* partctrl = nullptr;
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|
|
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@ -1,6 +1,7 @@
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#include "shadervisitor.hpp"
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#include <unordered_set>
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#include <unordered_map>
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#include <set>
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#include <osg/AlphaFunc>
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@ -28,6 +29,15 @@
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namespace Shader
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{
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/**
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* Miniature version of osg::StateSet used to track state added by the shader visitor which should be ignored when
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* it's applied a second time, and removed when shaders are removed.
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* Actual StateAttributes aren't kept as they're recoverable from the StateSet this is attached to - we just want
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* the TypeMemberPair as that uniquely identifies which of those StateAttributes it was we're tracking.
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* Not all StateSet features have been added yet - we implement an equivalently-named method to each of the StateSet
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* methods called in createProgram, and implement new ones as they're needed.
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* When expanding tracking to cover new things, ensure they're accounted for in ensureFFP.
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*/
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class AddedState : public osg::Object
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{
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public:
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|
@ -37,6 +47,7 @@ namespace Shader
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, mUniforms(rhs.mUniforms)
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, mModes(rhs.mModes)
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, mAttributes(rhs.mAttributes)
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, mTextureModes(rhs.mTextureModes)
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{
|
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}
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@ -60,16 +71,44 @@ namespace Shader
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template<typename T>
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void setAttributeAndModes(osg::ref_ptr<T> attribute) { setAttributeAndModes(attribute.get()); }
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|
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void setTextureMode(unsigned int unit, osg::StateAttribute::GLMode mode) { mTextureModes[unit].emplace(mode); }
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void setTextureAttribute(int unit, osg::StateAttribute::TypeMemberPair typeMemberPair) { mTextureAttributes[unit].emplace(typeMemberPair); }
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|
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void setTextureAttribute(unsigned int unit, const osg::StateAttribute* attribute)
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{
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mTextureAttributes[unit].emplace(attribute->getTypeMemberPair());
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}
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template<typename T>
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void setTextureAttribute(unsigned int unit, osg::ref_ptr<T> attribute) { setTextureAttribute(unit, attribute.get()); }
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void setTextureAttributeAndModes(unsigned int unit, const osg::StateAttribute* attribute)
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{
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setTextureAttribute(unit, attribute);
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InterrogateModesHelper helper(this, unit);
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attribute->getModeUsage(helper);
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}
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template<typename T>
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void setTextureAttributeAndModes(unsigned int unit, osg::ref_ptr<T> attribute) { setTextureAttributeAndModes(unit, attribute.get()); }
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bool hasUniform(const std::string& name) { return mUniforms.count(name); }
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bool hasMode(osg::StateAttribute::GLMode mode) { return mModes.count(mode); }
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bool hasAttribute(const osg::StateAttribute::TypeMemberPair &typeMemberPair) { return mAttributes.count(typeMemberPair); }
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bool hasAttribute(osg::StateAttribute::Type type, unsigned int member) { return hasAttribute(osg::StateAttribute::TypeMemberPair(type, member)); }
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bool hasTextureMode(int unit, osg::StateAttribute::GLMode mode)
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{
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auto it = mTextureModes.find(unit);
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if (it == mTextureModes.cend())
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return false;
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return it->second.count(mode);
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}
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const std::set<osg::StateAttribute::TypeMemberPair>& getAttributes() { return mAttributes; }
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const std::unordered_map<unsigned int, std::set<osg::StateAttribute::TypeMemberPair>>& getTextureAttributes() { return mTextureAttributes; }
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bool empty()
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{
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return mUniforms.empty() && mModes.empty() && mAttributes.empty();
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return mUniforms.empty() && mModes.empty() && mAttributes.empty() && mTextureModes.empty() && mTextureAttributes.empty();
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}
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META_Object(Shader, AddedState)
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@ -78,17 +117,26 @@ namespace Shader
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class InterrogateModesHelper : public osg::StateAttribute::ModeUsage
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{
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public:
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InterrogateModesHelper(AddedState* tracker) : mTracker(tracker) {}
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InterrogateModesHelper(AddedState* tracker, unsigned int textureUnit = 0)
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: mTracker(tracker)
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, mTextureUnit(textureUnit)
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{}
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void usesMode(osg::StateAttribute::GLMode mode) override { mTracker->setMode(mode); }
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void usesTextureMode(osg::StateAttribute::GLMode mode) override {}
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void usesTextureMode(osg::StateAttribute::GLMode mode) override { mTracker->setTextureMode(mTextureUnit, mode); }
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private:
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AddedState* mTracker;
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unsigned int mTextureUnit;
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};
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using ModeSet = std::unordered_set<osg::StateAttribute::GLMode>;
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using AttributeSet = std::set<osg::StateAttribute::TypeMemberPair>;
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std::unordered_set<std::string> mUniforms;
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std::unordered_set<osg::StateAttribute::GLMode> mModes;
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std::set<osg::StateAttribute::TypeMemberPair> mAttributes;
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ModeSet mModes;
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AttributeSet mAttributes;
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std::unordered_map<unsigned int, ModeSet> mTextureModes;
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std::unordered_map<unsigned int, AttributeSet> mTextureAttributes;
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};
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ShaderVisitor::ShaderRequirements::ShaderRequirements()
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@ -102,6 +150,8 @@ namespace Shader
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, mAlphaBlend(false)
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, mNormalHeight(false)
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, mTexStageRequiringTangents(-1)
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, mSoftParticles(false)
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, mSoftParticleSize(0.f)
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, mNode(nullptr)
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{
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}
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@ -213,6 +263,9 @@ namespace Shader
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if (node.getUserValue("shaderRequired", shaderRequired) && shaderRequired)
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mRequirements.back().mShaderRequired = true;
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// Make sure to disregard any state that came from a previous call to createProgram
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osg::ref_ptr<AddedState> addedState = getAddedState(*stateset);
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if (!texAttributes.empty())
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{
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const osg::Texture* diffuseMap = nullptr;
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@ -224,6 +277,11 @@ namespace Shader
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const osg::StateAttribute *attr = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE);
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if (attr)
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{
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// If textures ever get removed in createProgram, expand this to check we're operating on main texture attribute list
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// rather than the removed list
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if (addedState && addedState->hasTextureMode(unit, GL_TEXTURE_2D))
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continue;
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const osg::Texture* texture = attr->asTexture();
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if (texture)
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{
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@ -350,7 +408,6 @@ namespace Shader
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osg::StateSet::AttributeList removedAttributes;
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if (osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*stateset))
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removedAttributes = removedState->getAttributeList();
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osg::ref_ptr<AddedState> addedState = getAddedState(*stateset);
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for (const auto* attributeMap : std::initializer_list<const osg::StateSet::AttributeList*>{ &attributes, &removedAttributes })
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{
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|
@ -442,6 +499,22 @@ namespace Shader
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return;
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}
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/**
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* The shader visitor is supposed to be idempotent and undoable.
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* That means we need to back up state we've removed (so it can be restored and/or considered by further
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* applications of the visitor) and track which state we added (so it can be removed and/or ignored by further
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* applications of the visitor).
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* Before editing writableStateSet in a way that explicitly removes state or might overwrite existing state, it
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* should be copied to removedState, another StateSet, unless it's there already or was added by a previous
|
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* application of the visitor (is in previousAddedState).
|
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* If it's a new class of state that's not already handled by ReinstateRemovedStateVisitor::apply, make sure to
|
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* add handling there.
|
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* Similarly, any time new state is added to writableStateSet, the equivalent method should be called on
|
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* addedState.
|
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* If that method doesn't exist yet, implement it - we don't use a full StateSet as we only need to check
|
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* existence, not equality, and don't need to actually get the value as we can get it from writableStateSet
|
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* instead.
|
||||
*/
|
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osg::Node& node = *reqs.mNode;
|
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osg::StateSet* writableStateSet = nullptr;
|
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if (mAllowedToModifyStateSets)
|
||||
|
@ -466,7 +539,10 @@ namespace Shader
|
|||
}
|
||||
|
||||
if (defineMap["diffuseMap"] == "0")
|
||||
{
|
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writableStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false));
|
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addedState->addUniform("useDiffuseMapForShadowAlpha");
|
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}
|
||||
|
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defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
|
||||
|
||||
|
@ -475,7 +551,6 @@ namespace Shader
|
|||
|
||||
defineMap["alphaFunc"] = std::to_string(reqs.mAlphaFunc);
|
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|
||||
// back up removed state in case recreateShaders gets rid of the shader later
|
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osg::ref_ptr<osg::StateSet> removedState;
|
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if ((removedState = getRemovedState(*writableStateSet)) && !mAllowedToModifyStateSets)
|
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removedState = new osg::StateSet(*removedState, osg::CopyOp::SHALLOW_COPY);
|
||||
|
@ -545,38 +620,24 @@ namespace Shader
|
|||
updateRemovedState(*writableUserData, removedState);
|
||||
}
|
||||
|
||||
if (!addedState->empty())
|
||||
if (reqs.mSoftParticles)
|
||||
{
|
||||
// user data is normally shallow copied so shared with the original stateset
|
||||
osg::ref_ptr<osg::UserDataContainer> writableUserData;
|
||||
if (mAllowedToModifyStateSets)
|
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writableUserData = writableStateSet->getOrCreateUserDataContainer();
|
||||
else
|
||||
writableUserData = getWritableUserDataContainer(*writableStateSet);
|
||||
osg::ref_ptr<osg::Depth> depth = new SceneUtil::AutoDepth;
|
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depth->setWriteMask(false);
|
||||
writableStateSet->setAttributeAndModes(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
||||
addedState->setAttributeAndModes(depth);
|
||||
|
||||
updateAddedState(*writableUserData, addedState);
|
||||
writableStateSet->addUniform(new osg::Uniform("particleSize", reqs.mSoftParticleSize));
|
||||
addedState->addUniform("particleSize");
|
||||
|
||||
writableStateSet->addUniform(new osg::Uniform("opaqueDepthTex", 2));
|
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addedState->addUniform("opaqueDepthTex");
|
||||
|
||||
writableStateSet->setTextureAttributeAndModes(2, mOpaqueDepthTex, osg::StateAttribute::ON);
|
||||
addedState->setTextureAttributeAndModes(2, mOpaqueDepthTex);
|
||||
}
|
||||
|
||||
bool softParticles = false;
|
||||
|
||||
if (mOpaqueDepthTex)
|
||||
{
|
||||
auto partsys = dynamic_cast<osgParticle::ParticleSystem*>(&node);
|
||||
|
||||
if (partsys)
|
||||
{
|
||||
softParticles = true;
|
||||
|
||||
auto depth = new SceneUtil::AutoDepth;
|
||||
depth->setWriteMask(false);
|
||||
writableStateSet->setAttributeAndModes(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
||||
writableStateSet->addUniform(new osg::Uniform("particleSize", partsys->getDefaultParticleTemplate().getSizeRange().maximum));
|
||||
writableStateSet->addUniform(new osg::Uniform("opaqueDepthTex", 2));
|
||||
writableStateSet->setTextureAttributeAndModes(2, mOpaqueDepthTex, osg::StateAttribute::ON);
|
||||
}
|
||||
}
|
||||
|
||||
defineMap["softParticles"] = softParticles ? "1" : "0";
|
||||
defineMap["softParticles"] = reqs.mSoftParticles ? "1" : "0";
|
||||
|
||||
std::string shaderPrefix;
|
||||
if (!node.getUserValue("shaderPrefix", shaderPrefix))
|
||||
|
@ -597,6 +658,18 @@ namespace Shader
|
|||
addedState->addUniform(texIt->second);
|
||||
}
|
||||
}
|
||||
|
||||
if (!addedState->empty())
|
||||
{
|
||||
// user data is normally shallow copied so shared with the original stateset
|
||||
osg::ref_ptr<osg::UserDataContainer> writableUserData;
|
||||
if (mAllowedToModifyStateSets)
|
||||
writableUserData = writableStateSet->getOrCreateUserDataContainer();
|
||||
else
|
||||
writableUserData = getWritableUserDataContainer(*writableStateSet);
|
||||
|
||||
updateAddedState(*writableUserData, addedState);
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderVisitor::ensureFFP(osg::Node& node)
|
||||
|
@ -609,6 +682,18 @@ namespace Shader
|
|||
else
|
||||
writableStateSet = getWritableStateSet(node);
|
||||
|
||||
/**
|
||||
* We might have been using shaders temporarily with the node (e.g. if a GlowUpdater applied a temporary
|
||||
* environment map for a temporary enchantment).
|
||||
* We therefore need to remove any state doing so added, and restore any that it removed.
|
||||
* This is kept track of in createProgram in the StateSet's userdata.
|
||||
* If new classes of state get added, handling it here is required - not all StateSet features are implemented
|
||||
* in AddedState yet as so far they've not been necessary.
|
||||
* Removed state requires no particular special handling as it's dealt with by merging StateSets.
|
||||
* We don't need to worry about state in writableStateSet having the OVERRIDE flag as if it's in both, it's also
|
||||
* in addedState, and gets removed first.
|
||||
*/
|
||||
|
||||
// user data is normally shallow copied so shared with the original stateset - we'll need to copy before edits
|
||||
osg::ref_ptr<osg::UserDataContainer> writableUserData;
|
||||
|
||||
|
@ -643,6 +728,23 @@ namespace Shader
|
|||
// We don't have access to the function to do that, and can't call removeAttribute with an iterator
|
||||
for (const auto& [type, member] : addedState->getAttributes())
|
||||
writableStateSet->removeAttribute(type, member);
|
||||
|
||||
for (unsigned int unit = 0; unit < writableStateSet->getTextureModeList().size(); ++unit)
|
||||
{
|
||||
for (auto itr = writableStateSet->getTextureModeList()[unit].begin(); itr != writableStateSet->getTextureModeList()[unit].end();)
|
||||
{
|
||||
if (addedState->hasTextureMode(unit, itr->first))
|
||||
writableStateSet->getTextureModeList()[unit].erase(itr++);
|
||||
else
|
||||
++itr;
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& [unit, attributeList] : addedState->getTextureAttributes())
|
||||
{
|
||||
for (const auto& [type, member] : attributeList)
|
||||
writableStateSet->removeTextureAttribute(unit, type);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -719,13 +821,22 @@ namespace Shader
|
|||
|
||||
void ShaderVisitor::apply(osg::Drawable& drawable)
|
||||
{
|
||||
// non-Geometry drawable (e.g. particle system)
|
||||
bool needPop = (drawable.getStateSet() != nullptr);
|
||||
auto partsys = dynamic_cast<osgParticle::ParticleSystem*>(&drawable);
|
||||
|
||||
if (drawable.getStateSet())
|
||||
bool needPop = drawable.getStateSet() || partsys;
|
||||
|
||||
if (needPop)
|
||||
{
|
||||
pushRequirements(drawable);
|
||||
applyStateSet(drawable.getStateSet(), drawable);
|
||||
|
||||
if (partsys && mOpaqueDepthTex)
|
||||
{
|
||||
mRequirements.back().mSoftParticles = true;
|
||||
mRequirements.back().mSoftParticleSize = partsys->getDefaultParticleTemplate().getSizeRange().maximum;
|
||||
}
|
||||
|
||||
if (drawable.getStateSet())
|
||||
applyStateSet(drawable.getStateSet(), drawable);
|
||||
}
|
||||
|
||||
if (!mRequirements.empty())
|
||||
|
@ -806,6 +917,10 @@ namespace Shader
|
|||
|
||||
void ReinstateRemovedStateVisitor::apply(osg::Node& node)
|
||||
{
|
||||
// TODO: this may eventually need to remove added state.
|
||||
// If so, we can migrate from explicitly copying removed state to just calling osg::StateSet::merge.
|
||||
// Not everything is transferred from removedState yet - implement more when createProgram starts marking more
|
||||
// as removed.
|
||||
if (node.getStateSet())
|
||||
{
|
||||
osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*node.getStateSet());
|
||||
|
@ -831,6 +946,12 @@ namespace Shader
|
|||
|
||||
for (const auto& attribute : removedState->getAttributeList())
|
||||
writableStateSet->setAttribute(attribute.second.first, attribute.second.second);
|
||||
|
||||
for (unsigned int unit = 0; unit < removedState->getTextureModeList().size(); ++unit)
|
||||
{
|
||||
for (const auto&[mode, value] : removedState->getTextureModeList()[unit])
|
||||
writableStateSet->setTextureMode(unit, mode, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -101,6 +101,9 @@ namespace Shader
|
|||
// -1 == no tangents required
|
||||
int mTexStageRequiringTangents;
|
||||
|
||||
bool mSoftParticles;
|
||||
float mSoftParticleSize;
|
||||
|
||||
// the Node that requested these requirements
|
||||
osg::Node* mNode;
|
||||
};
|
||||
|
|
|
@ -282,3 +282,6 @@ intersection between individual particles and other opaque geometry by blending
|
|||
between them. Note, this relies on overriding specific properties of particle
|
||||
systems that potentially differ from the source content, this setting may change
|
||||
the look of some particle systems.
|
||||
|
||||
Note that the rendering will act as if you have 'force shaders' option enabled.
|
||||
This means that shaders will be used to render all objects and the terrain.
|
|
@ -226,7 +226,7 @@ void main()
|
|||
#endif
|
||||
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
|
||||
|
||||
#if @softParticles
|
||||
#if !defined(FORCE_OPAQUE) && @softParticles
|
||||
gl_FragData[0].a *= calcSoftParticleFade();
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in a new issue