updated shader for better mixing of overlay
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This commit is contained in:
2026-02-23 00:53:46 +01:00
parent 530fac29dc
commit e43a22931c

View File

@@ -20,21 +20,12 @@ fn fragment(
@builtin(front_facing) is_front: bool,
) -> FragmentOutput {
var out: FragmentOutput;
var pbr_input = pbr_input_from_standard_material(in, is_front);
// var alpha = pbr_input.material.base_color.a;
var surface = surface_color(in.uv);
var overlay = overlay_color(in.uv);
var result_rgb = mix(surface.rgb, overlay.rgb, overlay.a);
if overlay_color(in.uv).a > 0.0 {
pbr_input.material.base_color *= surface_color(in.uv);
pbr_input.material.base_color *= overlay_color(in.uv);
} else {
pbr_input.material.base_color *= surface_color(in.uv);
}
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
out.color = pbr_input.material.base_color;
// out.color.a *= alpha;
out.color = vec4(result_rgb, 1.0);
return out;
}