Well, that fixes the alpha but kills the effect of surface color when placed in the vertex shader. Thanks though.
Are you placing that in the vertex shader and still getting an effect from the surface color port? -George 2010/6/20 Matti Niinimäki <[email protected]> > This worked for me > > Color = vec4(surfaceColor.rgb, 0.0); > Color.rgb *= Color.a; > > -Matti > > > > On 20 Jun, 2010, at 17:02 , George Toledo wrote: > > Thanks for that suggestion as well... not working for me though. I just > keep getting a "void function cannot return value", and I've tried a few > variations on this theme. > > -George > > On Sun, Jun 20, 2010 at 9:48 AM, Christopher Wright <[email protected]>wrote: > >> The 'blobby' look is probably down to alpha premultiplication (or lack >>> of). Try something like: >>> >> >> I'm pretty confident that it's a premultiplication issue too (I ran into >> the same thing making a demo not too long ago). Unfortunately, I'm on 10.5 >> now, and the latest security update seems to be hosing QC, so I can't test >> it at the moment :/ >> >> >> This suggestion doesn't work for me, because it isn't legal in the shader >>> (getting an "output is reserved" message...). Thanks for the suggestion >>> though. >>> >> >> use a different name, like vec4 comspositeColor. >> >> -- >> [ christopher wright ] >> [email protected] >> http://kineme.net/ >> >> > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > http://lists.apple.com/mailman/options/quartzcomposer-dev/m%40mansteri.com > > This email sent to [email protected] > > >
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