Boris: About the alpha channel
Posted: 22 Apr 2014, 13:02
Hi Boris, hope you're well.
I have a simple question for you... In normal hlsl PS syntax color is always an operation against the alpha channel... eg
[edit here: accidentally but a divider instead of multiplicative operator]
color.rgb *= color.a
However I noticed in every ENB .fx file I see this operation is not included and with output the alpha is set to 1.0f in every case. like
float4 _oC0 = tex2D(_s0, _v0.xy);
float3 color = _oC0.rgb;
<...giant code chaos here...>
_oC0.a = 1.0f;
_oC0.rgb = color.rgb;
return _oC0;
I have adopted this logic in my shaders, however...
Is there some logic to skip this operation in ENB and force all alpha channels to 1.0? I see so many issues related to transparency, which is alpha channel related stuff. Isn't this caused by wrong operation in the .fx files?
Please enlighten me
Have a good day
I have a simple question for you... In normal hlsl PS syntax color is always an operation against the alpha channel... eg
[edit here: accidentally but a divider instead of multiplicative operator]
color.rgb *= color.a
However I noticed in every ENB .fx file I see this operation is not included and with output the alpha is set to 1.0f in every case. like
float4 _oC0 = tex2D(_s0, _v0.xy);
float3 color = _oC0.rgb;
<...giant code chaos here...>
_oC0.a = 1.0f;
_oC0.rgb = color.rgb;
return _oC0;
I have adopted this logic in my shaders, however...
Is there some logic to skip this operation in ENB and force all alpha channels to 1.0? I see so many issues related to transparency, which is alpha channel related stuff. Isn't this caused by wrong operation in the .fx files?
Please enlighten me
Have a good day