I have this problem with Apha Blending in my game, when I draw a surface with alpha texture, what is suposed to be invisible is invisible, but parts that are suposed to be visible are half transparent. It depends on the amount of light - the closer it is to light source the better it looks, but in shadows such objects almost dissapear.
I enable Alpha Blending:
GLES20.glEnable(GLES20.GL_BLEND);
then I set the function:
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
or
GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
effect is still the same. I use 48bit png files with alpha channel.
my fragment shader looks like this:
final String fragmentShader =
"precision mediump float; \n"
+"uniform vec3 u_LightPos; \n"
+"uniform sampler2D u_Texture; \n"
+"varying vec3 v_Position; \n"
+"varying vec4 v_Color; \n"
+"varying vec3 v_Normal; \n"
+"varying vec2 v_TexCoordinate; \n"
+"void main() \n"
+"{ \n"
+"float distance = length(u_LightPos - v_Position); \n"
+"vec3 lightVector = normalize(u_LightPos - v_Position); \n"
+"float diffuse = max(dot(v_Normal, lightVector), 0.0); \n"
+"diffuse = diffuse * (" + Float.toString((float)Brightness) +" / (1.0 + (0.08 * distance))); \n"
+"diffuse = diffuse; \n"
//+3
+"gl_FragColor = (v_Color * diffuse * texture2D(u_Texture, v_TexCoordinate)); \n"
+"} \n";
and vertex shader:
uniform mat4 u_MVPMatrix;
uniform mat4 u_MVMatrix;
attribute vec4 a_Position;
attribute vec3 a_Normal;
attribute vec2 a_TexCoordinate;
varying vec3 v_Position;
varying vec4 v_Color;
varying vec3 v_Normal;
varying vec2 v_TexCoordinate;
void main()
{
v_Position = vec3(u_MVMatrix * a_Position);
v_Color = a_Color;
v_TexCoordinate = a_TexCoordinate;
v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));
gl_Position = u_MVPMatrix * a_Position;
}
Thx for any suggestions:)