Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8759489
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 13, 20262026-06-13T14:49:14+00:00 2026-06-13T14:49:14+00:00

So my application uses mostly rgba textures for rendering, but in a few cases

  • 0

So my application uses mostly rgba textures for rendering, but in a few cases I use alpha masks for things like rendering text.

I’d like the output of my fragment shader to be the value of the texture sampler at the given coordinate multiplied by a color uniform I pass in. The problem is that I can’t find a simple solution that handles both cases.

So for rgba textures this gives the desired result:

gl_FragColor = texture2D(diffuseTexture, varTexcoord.st, 0.0) * color;

But for alpha textures, the output is always black. I’m assuming the texture sampler treats every pixel of an alpha texture as: rgba(0, 0, 0, alpha), and I want it to be treated as rgba(1, 1, 1, alpha). I can get the desired result on alpha textures with this:

gl_FragColor = texture2D(diffuseTexture, varTexcoord.st, 0.0).w * color;

But obviously this breaks the rgba textures.

I’m fairly new to GLSL, and I’m wondering if there’s a good way to handle both cases, or if I’m going to have to have 2 different shaders, or else convert all my aplha textures to rgba.

edit:

I think I’m going to end up re-packing my alpha textures as GL_LUMINANCE_ALPHA textures when loading assets.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-13T14:49:15+00:00Added an answer on June 13, 2026 at 2:49 pm

    You have two different ways to process data. So you have two different shaders. Switch them. Shaders reflect what is to happen.

    If you use the old, depreceated fixed function pipeline for each setting of glTexEnv, lighting, etc. a specific shader is created in situ.

    Switching shaders is as simple as calling glUseProgramm

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have a JSF application that uses mostly Richfaces. I would like to introduce
My application is mostly Java but, for certain calculations, uses a C++ library. Our
The application I am creating uses mostly selects but some are inserts, updates, etc.
I'd like to keep track of the operations of an application that uses a
I'm working on a web application framework, which uses MSSQL for data storage, mostly
I think this mostly applies to web applications, since you often see things like
My application uses a MapView which will display multiple places. I have the latitude
My application uses a 3rd party dll. If I remove myapp.exe.local file from my
My application uses asp.net 4, C# and Entity Framework. My database contains a table
My application uses MySQL, on my server, as its database. My server is highly

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.