# simple_transparent.yaml vertex_shader: | #version 330 uniform mat4 p3d_ModelViewProjectionMatrix; in vec4 p3d_Vertex; in vec2 p3d_MultiTexCoord0; out vec2 texcoord; void main() { gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex; texcoord = p3d_MultiTexCoord0; } fragment_shader: | #version 330 uniform sampler2D p3d_Texture0; uniform vec4 material_base_color = vec4(1.0, 1.0, 1.0, 1.0); uniform float material_opacity = 1.0; in vec2 texcoord; out vec4 o_color; void main() { vec4 c = texture(p3d_Texture0, texcoord); o_color = vec4( material_base_color.rgb * c.rgb, material_base_color.a * c.a * material_opacity ); } render_states: TransparencyAttrib: M_alpha DepthWriteAttrib: 0