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Fix for fuzzy borders

LukasPJ 10 lat temu
rodzic
commit
a3f08df9e3

+ 1 - 1
Engine/source/terrain/hlsl/terrFeatureHLSL.cpp

@@ -730,7 +730,7 @@ void TerrainMacroMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentL
    }
    }
 
 
    // Add to the blend total.
    // Add to the blend total.
-   meta->addStatement( new GenOp( "   @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
+   meta->addStatement( new GenOp( "   @ += @;\r\n", blendTotal, detailBlend ) );
 
 
    // If this is a prepass then we skip color.
    // If this is a prepass then we skip color.
    if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
    if ( fd.features.hasFeature( MFT_PrePassConditioner ) )

+ 1 - 1
Engine/source/terrain/terrRender.cpp

@@ -170,7 +170,7 @@ bool TerrainBlock::_initBaseShader()
    desc.zDefined = true;
    desc.zDefined = true;
    desc.zWriteEnable = false;
    desc.zWriteEnable = false;
    desc.zEnable = false;
    desc.zEnable = false;
-   desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne );
+   desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
    desc.cullDefined = true;
    desc.cullDefined = true;
    desc.cullMode = GFXCullNone;
    desc.cullMode = GFXCullNone;
    desc.colorWriteAlpha = false;
    desc.colorWriteAlpha = false;