diff --git a/resources/shaders/xray_composite.shader b/resources/shaders/xray_composite.shader index a5d1f9c22d..5ef84a5145 100644 --- a/resources/shaders/xray_composite.shader +++ b/resources/shaders/xray_composite.shader @@ -50,7 +50,7 @@ fragment = vec4 result = u_background_color; vec4 layer0 = texture2D(u_layer0, v_uvs); - result = layer0 * layer0.a + result * (1.0 - layer0.a); + result = mix(result, layer0, layer0.a); float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models) float rest = mod(intersection_count + .01, 2.0); @@ -126,7 +126,7 @@ fragment41core = vec4 result = u_background_color; vec4 layer0 = texture(u_layer0, v_uvs); - result = layer0 * layer0.a + result * (1.0 - layer0.a); + result = mix(result, layer0, layer0.a); float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models) float rest = mod(intersection_count + .01, 2.0);