Added support for discard fragment that don't generate an iso surface intersect

This commit is contained in:
Robert Osfield 2009-01-30 16:45:54 +00:00
parent 5c7a6a25a0
commit cbaf9d639c

View File

@ -117,7 +117,10 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
"\n"
" fragColor = vec4(lightScale, lightScale, lightScale, 1.0);\n"
" \n"
" break;\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" gl_FragColor = fragColor;\n"
" \n"
" return;\n"
" }\n"
" \n"
" previousColor = color;\n"
@ -127,7 +130,9 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
" --num_iterations;\n"
" }\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" gl_FragColor = fragColor;\n"
" // we didn't find an intersection so just discard fragment\n"
" discard;\n"
"\n"
"}\n"
";\n"
"\n";