diff --git a/libraries/render-utils/src/GeometryCache.cpp b/libraries/render-utils/src/GeometryCache.cpp index 38fe0764e4..ecee1188bd 100644 --- a/libraries/render-utils/src/GeometryCache.cpp +++ b/libraries/render-utils/src/GeometryCache.cpp @@ -1860,10 +1860,12 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp _shapeShaders[std::make_tuple(false, false, true, false)] = gpu::Shader::createProgram(simple_forward); _shapeShaders[std::make_tuple(true, false, true, false)] = gpu::Shader::createProgram(simple_translucent_forward); _shapeShaders[std::make_tuple(false, true, true, false)] = gpu::Shader::createProgram(simple_unlit_forward); + _shapeShaders[std::make_tuple(true, true, true, false)] = gpu::Shader::createProgram(simple_translucent_unlit_forward); _shapeShaders[std::make_tuple(false, false, false, false)] = gpu::Shader::createProgram(simple); _shapeShaders[std::make_tuple(true, false, false, false)] = gpu::Shader::createProgram(simple_translucent); _shapeShaders[std::make_tuple(false, true, false, false)] = gpu::Shader::createProgram(simple_unlit); + _shapeShaders[std::make_tuple(true, true, false, false)] = gpu::Shader::createProgram(simple_translucent_unlit); }); } else { static std::once_flag once; @@ -1871,10 +1873,14 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp using namespace shader::render_utils::program; // Fading is currently disabled during forward rendering _shapeShaders[std::make_tuple(false, false, true, true)] = gpu::Shader::createProgram(simple_forward); + _shapeShaders[std::make_tuple(true, false, true, true)] = gpu::Shader::createProgram(simple_translucent_forward); _shapeShaders[std::make_tuple(false, true, true, true)] = gpu::Shader::createProgram(simple_unlit_forward); + _shapeShaders[std::make_tuple(true, true, true, true)] = gpu::Shader::createProgram(simple_translucent_unlit_forward); _shapeShaders[std::make_tuple(false, false, false, true)] = gpu::Shader::createProgram(simple_fade); + _shapeShaders[std::make_tuple(true, false, false, true)] = gpu::Shader::createProgram(simple_translucent_fade); _shapeShaders[std::make_tuple(false, true, false, true)] = gpu::Shader::createProgram(simple_unlit_fade); + _shapeShaders[std::make_tuple(true, true, false, true)] = gpu::Shader::createProgram(simple_translucent_unlit_fade); }); }