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authorLaszlo Agocs <laszlo.agocs@qt.io>2018-05-23 17:54:26 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2018-05-23 17:54:33 +0200
commit41ccb47065b9ba4418d792644415a424270b256f (patch)
tree7a1ae164efc44b4cd74344fb88d13fe1158576c4 /src/runtime/shadergenerator/q3dscustommaterialvertexpipeline.cpp
parent8bb3378d0d7c82eb1896ac043570ddab7c2edae9 (diff)
parentb81bba4795eea06d4dcbf39c99f986de2654077d (diff)
Merge remote-tracking branch 'origin/2.0'v2.0.0-beta2
Diffstat (limited to 'src/runtime/shadergenerator/q3dscustommaterialvertexpipeline.cpp')
-rw-r--r--src/runtime/shadergenerator/q3dscustommaterialvertexpipeline.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/runtime/shadergenerator/q3dscustommaterialvertexpipeline.cpp b/src/runtime/shadergenerator/q3dscustommaterialvertexpipeline.cpp
index 6d646da..e95aa33 100644
--- a/src/runtime/shadergenerator/q3dscustommaterialvertexpipeline.cpp
+++ b/src/runtime/shadergenerator/q3dscustommaterialvertexpipeline.cpp
@@ -408,7 +408,8 @@ struct ShaderGenerator : public Q3DSCustomMaterialShaderGenerator
fragmentShader << "#include \"customMaterialFragBodyAO.glsllib\"\n";
// for us right now transparency means we render a glass style material
- if (m_currentMaterial->shaderHasTransparency() && !m_currentMaterial->shaderIsTransmissive())
+ if (m_currentMaterial->materialHasTransparency()
+ && !m_currentMaterial->shaderIsTransmissive())
fragmentShader << " rgba = computeGlass( normal, materialIOR, alpha, rgba );\n";
if (m_currentMaterial->shaderIsTransmissive())
fragmentShader << " rgba = computeOpacity( rgba );\n";