I'm trying to write a simple shader where half of my scene will be displayed and half of the scene will be transparent. I can't seem to figure out why the transparency isn't working:
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main(){
vec2 p = vUv;
vec4 color;
if(p.x < 0.5){
color = (1.0, 0.0, 0.0, 0.0);
}else{
color = texture2D(tDiffuse, p);
}
gl_FragColor = color;
}
The shader is definitely running without errors - the right half of the screen is my threejs scene and the left half of the screen is red (when it should really be transparent). I've read that maybe I need to call glBlendFunc(GL_SRC_ALPHA); - but I am getting errors when I try this. To do this I did renderer.context.blendFuncSeparate(GL_SRC_ALPHA); in my main js file (not the shader). Am I supposed to place this somewhere else to make it work?
Any help would be appreciated. For reference I'm applying my shader with the standard effectsComposer, shaderPass, etc - which most threejs shader examples use.
Thanks in advance for your help!!!