aCtx->ShaderManager()->BindFaceProgram (Handle(OpenGl_TextureSet)(), Graphic3d_TOSM_UNLIT,
Graphic3d_AlphaMode_Blend, true, false,
- Handle(OpenGl_ShaderProgram)());
+ Handle(OpenGl_ShaderProgram)(), Aspect_IS_SOLID);
aCtx->SetColor4fv (OpenGl_Vec4 (1.0f, 1.0f, 1.0f, 1.0f));
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
const Standard_Integer theBits)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha;
+ TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertExtraOut, aSrcFragExtraOut;
TCollection_AsciiString aSrcFrag, aSrcFragExtraMain, aSrcFragWriteOit;
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
TCollection_AsciiString aSrcFragMainGetColor = EOL" occSetFragColor (getColor());";
aSrcVert =
aSrcVertExtraFunc
+ + aSrcVertExtraOut
+ EOL"void main()"
EOL"{"
EOL" vec4 vertex = occVertex;"
aSrcFrag =
aSrcFragGetColor
+ aSrcGetAlpha
+ + aSrcFragExtraOut
+ EOL"void main()"
EOL"{"
+ aSrcFragExtraMain