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Shader bug.


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Hello guys, i experimented with shader and find incorrect work in skins.

I have transparent shader which makes texture invisible, it work in all texture except for skins.

I think problem is in model, because I replace standart object on skin and it doesn't work.

Screen: Screen1 Screen2

44c0a76c20ab32da8e9c256a3c9026f2.pngc20eb48cf9c928b2e6859a645470e42e.png

Shader:

struct PSInput 
{ 
    float4 Diffuse      : COLOR0; 
}; 
  
float4 PixelShaderFunction( PSInput PS ) : COLOR0 
{ 
    float4 color = PS.Diffuse; 
    
    color.a = 0; 
    
    return color; 
} 
  
technique 
{ 
    pass p0 
    { 
        AlphaBlendEnable    = TRUE; 
        DestBlend           = INVSRCALPHA; 
        SrcBlend            = SRCALPHA; 
        PixelShader         = compile ps_2_0 PixelShaderFunction(); 
    } 
} 

Script:

addEventHandler( "onClientResourceStart", resourceRoot, 
    function() 
        local myShader, tec = dxCreateShader ( "transparency.fx", 1, 0, false, "all" ) 
        if myShader then 
            engineApplyShaderToWorldTexture ( myShader, 'omokung' ) -- omokung - texture ped in screen 
        else 
            outputChatBox('Error with create shader') 
        end 
    end 
) 
  

Meta:

<meta> 
    <script src="shader.lua" type="client" /> 
    <file src="transparency.fx" type="client" /> 
</meta> 

Kernell suggests that the problem is in z-buffer. How to fix this? Thanks!

Edited by Guest
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