diff --git a/Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp b/Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp index d062d79..1a0a372 100644 --- a/Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp +++ b/Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp @@ -39,7 +39,16 @@ namespace ia::iae const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG, sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 1, 1, 0, 0); SDL_GPUColorTargetDescription colorTargets[] = { - {.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle)}}; + {.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle), + .blend_state = SDL_GPUColorTargetBlendState{ + .src_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE, + .dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, + .color_blend_op = SDL_GPU_BLENDOP_ADD, + .src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE, + .dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, + .alpha_blend_op = SDL_GPU_BLENDOP_ADD, + .enable_blend = true, + }}}; SDL_GPUVertexBufferDescription vertexBuffers[] = {{ .slot = 0, .pitch = sizeof(Vertex_Mesh),