The fragment emission shape for a mesh in mode, after the volumetric mapping.
Three shapes, one per §6.2 bullet:
'opaque' → hard alpha cutout, fully-opaque survivors, depth written.
'rgb-contribution' → RGB premultiplied by coverage, for max's
MaxEquation + OneFactor/OneFactor state which does not weight source RGB by
alpha at composite.
'alpha-weighted' → plain vec4(rgb, a); the framebuffer applies the coverage.
Read from getCompleteBlendingState rather than re-derived, so the shader branch
and the framebuffer state can never disagree about which one is in force.
The fragment emission shape for a mesh in
mode, after the volumetric mapping.Three shapes, one per §6.2 bullet:
'opaque'→ hard alpha cutout, fully-opaque survivors, depth written.'rgb-contribution'→ RGB premultiplied by coverage, formax'sMaxEquation + OneFactor/OneFactorstate which does not weight source RGB by alpha at composite.'alpha-weighted'→ plainvec4(rgb, a); the framebuffer applies the coverage.Read from
getCompleteBlendingStaterather than re-derived, so the shader branch and the framebuffer state can never disagree about which one is in force.