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premultiply alpha before tone mapping.

Ben Houston %!s(int64=9) %!d(string=hai) anos
pai
achega
807fdecbcb

+ 1 - 1
src/renderers/shaders/ShaderLib/linedashed_frag.glsl

@@ -29,9 +29,9 @@ void main() {
 
 
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 
+	#include <premultiplied_alpha_fragment>
 	#include <tonemapping_fragment>
 	#include <tonemapping_fragment>
 	#include <encodings_fragment>
 	#include <encodings_fragment>
 	#include <fog_fragment>
 	#include <fog_fragment>
-	#include <premultiplied_alpha_fragment>
 
 
 }
 }

+ 1 - 1
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl

@@ -44,9 +44,9 @@ void main() {
 
 
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 
+	#include <premultiplied_alpha_fragment>
 	#include <tonemapping_fragment>
 	#include <tonemapping_fragment>
 	#include <encodings_fragment>
 	#include <encodings_fragment>
 	#include <fog_fragment>
 	#include <fog_fragment>
-	#include <premultiplied_alpha_fragment>
 
 
 }
 }

+ 1 - 1
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl

@@ -71,9 +71,9 @@ void main() {
 
 
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 
+	#include <premultiplied_alpha_fragment>
 	#include <tonemapping_fragment>
 	#include <tonemapping_fragment>
 	#include <encodings_fragment>
 	#include <encodings_fragment>
 	#include <fog_fragment>
 	#include <fog_fragment>
-	#include <premultiplied_alpha_fragment>
 
 
 }
 }

+ 1 - 1
src/renderers/shaders/ShaderLib/meshphong_frag.glsl

@@ -55,9 +55,9 @@ void main() {
 
 
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 
+	#include <premultiplied_alpha_fragment>
 	#include <tonemapping_fragment>
 	#include <tonemapping_fragment>
 	#include <encodings_fragment>
 	#include <encodings_fragment>
 	#include <fog_fragment>
 	#include <fog_fragment>
-	#include <premultiplied_alpha_fragment>
 
 
 }
 }

+ 1 - 1
src/renderers/shaders/ShaderLib/meshstandard_frag.glsl

@@ -67,9 +67,9 @@ void main() {
 
 
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 
+	#include <premultiplied_alpha_fragment>
 	#include <tonemapping_fragment>
 	#include <tonemapping_fragment>
 	#include <encodings_fragment>
 	#include <encodings_fragment>
 	#include <fog_fragment>
 	#include <fog_fragment>
-	#include <premultiplied_alpha_fragment>
 
 
 }
 }

+ 1 - 1
src/renderers/shaders/ShaderLib/points_frag.glsl

@@ -22,9 +22,9 @@ void main() {
 
 
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 
+	#include <premultiplied_alpha_fragment>
 	#include <tonemapping_fragment>
 	#include <tonemapping_fragment>
 	#include <encodings_fragment>
 	#include <encodings_fragment>
 	#include <fog_fragment>
 	#include <fog_fragment>
-	#include <premultiplied_alpha_fragment>
 
 
 }
 }