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Editorial Team
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Editorial Team
Asked: May 19, 20262026-05-19T01:17:05+00:00 2026-05-19T01:17:05+00:00

I have a strange problem that I can’t figure out when trying to do

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I have a strange problem that I can’t figure out when trying to do blending in WebGL. Black is rendered fully transparent , and everything with shades of grey in it is rendered also semi transparent. I have set it to use the alpha channel as the source for transparency, and in some respect it works, every thing that isn’t black/grey is rendered differently when changing the alpha value. but even when I set the alpha to 1, black is still displayed transparent.

This is how I enable transparency:

this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE);
this.gl.enable(this.gl.BLEND);
this.gl.disable(this.gl.DEPTH_TEST);

And the part of the shader that does transparency:

   gl_FragColor = vec4(texColor.rgb * vLightWeight, texColor.a * uAlpha);

where texColor is the texture color that is being sampled, vLightWeight is the shadowing that is being calculated in the vertex shader, and uAlpha the uniform which I use for transparency.

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  1. Editorial Team
    Editorial Team
    2026-05-19T01:17:05+00:00Added an answer on May 19, 2026 at 1:17 am

    I think you should have gl.ONE_MINUS_SRC_ALPHA where you currently have gl.ONE.

    
      gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA  );
    
    
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