switch (drawtype) {
default:
case NDT_NORMAL:
+ material_type = (alpha == 255) ?
+ TILE_MATERIAL_OPAQUE : TILE_MATERIAL_ALPHA;
solidness = 2;
break;
case NDT_AIRLIKE:
tile_shader[j] = shdsrc->getShader("nodes_shader",
material_type, drawtype);
}
+ u8 overlay_material = material_type;
+ if (overlay_material == TILE_MATERIAL_OPAQUE)
+ overlay_material = TILE_MATERIAL_BASIC;
+ else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
+ overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT;
+ u32 overlay_shader[6];
+ for (u16 j = 0; j < 6; j++) {
+ overlay_shader[j] = shdsrc->getShader("nodes_shader",
+ overlay_material, drawtype);
+ }
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
tdef[j].backface_culling, material_type);
if (tdef_overlay[j].name != "")
fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j],
- tile_shader[j], tsettings.use_normal_texture,
- tdef[j].backface_culling, material_type);
+ overlay_shader[j], tsettings.use_normal_texture,
+ tdef[j].backface_culling, overlay_material);
}
// Special tiles (fill in f->special_tiles[])