acdream/src/AcDream.App/Rendering/Shaders/mesh.frag
Erik dc60405ebc fix(textures): palette-indexed surfaces + alpha cutout shader
Addresses the 'doors, windows, and alpha-keyed parts render bright
pink' issue the user observed after the Phase 2a visual checkpoint.

SurfaceDecoder gains a second overload taking an optional Palette
parameter. When the render surface format is PFID_INDEX16 and a
palette is supplied, each 16-bit value in SourceData is treated as
an index into Palette.Colors (a List<ColorARGB>) and the corresponding
ARGB color's channels are written to the output buffer. The original
no-palette overload is preserved so the Task 3 unit tests that
confirm INDEX16 -> magenta fallback still describe their behavior
correctly (INDEX16 without a palette still returns magenta).

TextureCache now resolves the RenderSurface's DefaultPaletteId via
the dats and passes the resulting Palette (or null) to the decoder.

mesh.frag adds an alpha cutout: fragments with sampled alpha < 0.5
are discarded. Without this, transparent regions of alpha-keyed
textures (doors, windows, foliage cutouts) would render as opaque
rectangles using the texture's background color. This is the
standard alpha-tested approach, simpler than full alpha blending
and matches how AC's original client rendered these surfaces.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 19:12:05 +02:00

14 lines
426 B
GLSL

#version 430 core
in vec2 vTex;
out vec4 fragColor;
uniform sampler2D uDiffuse;
void main() {
vec4 sampled = texture(uDiffuse, vTex);
// Alpha cutout for doors, windows, vegetation, and other alpha-keyed textures.
// Without this, zero-alpha pixels in palette-indexed textures render as opaque
// rectangles where the transparent parts should be.
if (sampled.a < 0.5) discard;
fragColor = sampled;
}