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-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";