I have a textured triangle strip that forms a quad. when you click on it i want the surrounding areas to get marked with semi-transparent quads so you can still see the textures underneath. i have the quads getting displayed correctly, but they are not transparent at all and completely cover whatever is underneath.
i have a very simple fragment shader that i thought would work with glEnable(GL_BLEND)
and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
:
#version 130
out vec4 flatColor;
void main(void)
{
flatColor = vec4(0.0,1.0,0.0,0.5);
}
If i texture the quads with a simple image it works fine RGBA(0,255,0,128), but i do not want to have to create a texture for every color I want to use and would like todo it through a shader.
i am an idiot and did not realize i was not drawing back to front so the blending was messed up. once i fixed the sort order the transparency effect worked liked i wanted.