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Add hint_transparent to use a transparent black placeholder texture

This commit is contained in:
Hugo Locurcio
2021-08-14 19:14:59 +02:00
parent 17e8fa8632
commit ab9a95f266
10 changed files with 66 additions and 12 deletions

View File

@@ -195,6 +195,9 @@ void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_TRANSPARENT: {
glBindTexture(GL_TEXTURE_2D, storage->resources.transparent_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
} break;
@@ -1275,6 +1278,9 @@ void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderI
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_TRANSPARENT: {
glBindTexture(GL_TEXTURE_2D, storage->resources.transparent_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
} break;