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shader for web target
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[quote][b]csp-games[/b] wrote: Hi Marcw, thank you very much for your efforts in solving this problem, actually two problems: 1) alpha-blend-textured meshes would disappear behind the add-blended shader mesh (agent orange view, as it removed grass and leaves, nicely clipped to the shader mesh shape) and 2), a shader using alpha-channel textures, like the grass etc. did not work. Very interesting that you have found a diffrence when it is in the terrain folder. Alpha geometry, at least AFAIK in DirectX, is "manually" z-sorted, and the disappearing may have to do with z-sorting / depth-sorting. I am a bloody beginner with WebGL and it's shader GLSL es2. I may also try to apply the alpha of the texture (.rgba) not to gl_fragColor, but hack a bit with terms like gl_fragAlpha - there are quite some powerful spells in WebGL that one simply has to know and that are relatively hard to search on the web. A lot of the docs are bone dry tech papers, barely comprehensible. The sooner or later we'll figure this out. After all, I do at least suspect the CC grass uses a shader too. So somehow it's got to work.[/quote]
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