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glhr:: shader-side band now ignores depth

This commit is contained in:
Zeno Rogue
2018-11-18 17:27:27 +01:00
parent 8e2727882e
commit 50a86d1e88
6 changed files with 23 additions and 5 deletions

View File

@@ -475,7 +475,7 @@ void glapplymatrix(const transmatrix& V) {
}
mat[12] = 0;
mat[13] = 0;
mat[14] = GLfloat(vid.alpha);
mat[14] = (glhr::current_shader_projection == glhr::shader_projection::standard) ? GLfloat(vid.alpha) : 0;
mat[15] = 1;
if(vid.stretch != 1) mat[1] *= vid.stretch, mat[5] *= vid.stretch, mat[9] *= vid.stretch, mat[13] *= vid.stretch;