I am hitting a VERY strange issue with blending that I can not produce via fiddle for some odd reason.
Basically, I have attributes that contain color information. I’m providing the color info to the vertex
precision highp float;
attribute vec4 color;
I have the material set to:
{
premultipliedAlpha: false,
transparent: true
};
I hand the vertex color via varying to the fragment shader:
varying vec4 vertexColor;
When there are not too many attributes the blending works fine where alpha values are 0.0 - 1.0. If I add more attributes suddenly the blending changes to something weird where the alpha values operate between 0.0 - 0.1!!!
Any alpha value above 0.1 suddenly is blended in like a 1.0 value!
Again, the only thing I change between tests in my application is number of attributes.
I’ll continue to work on the fiddle example. I’m starting this here just in case someone has seen this blending issue or if they recognize it as a scenario where I’m being completely stupid.
Thanks for any input.
NOTE: I have ABSOLUTELY confirmed the values for the alpha flowing to the shader are indeed correct (using conditionals to alter color based on the value in the alpha component)