- at least for Intel GMA we need shaders without 'discard' to render non-transparent stuff. The performance penalty is rather hefty here.
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3 changed files with 22 additions and 4 deletions
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@ -106,8 +106,7 @@ bool FRenderState::ApplyShader()
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}
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else
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{
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// todo: check how performance is affected by using 'discard' in a shader and if necessary create a separate set of discard-less shaders.
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activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4);
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activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4, mAlphaThreshold >= 0.f);
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activeShader->Bind();
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}
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