>I agree that whatever is put in gl_FragColor.a will not be the final >alpha value in the framebuffer, but at least if we put gl_FragColor.a = >0.0 then the current fragment shader's output color should be >transparent, and so anything behind should be completely visible, right?
Not necessarily. If the object-that-is-supposed-to-be-transparent still has depth writing enabled, it will overwrite more distant objects. Then there's which blend functions are enabled which can alter the output of the fragment shader. >If not, then is there some other >way to "kill" a fragment we don't want to show up once we're at the >fragment shader stage? GLSL has "discard". _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org