I am using this fragment shader:
#version 150 core
uniform sampler2D texture1;
in vec4 pass_Color;
in vec2 pass_TextureCoord;
out vec4 out_Color;
void main(void) {
out_Color = pass_Color;
// Override out_Color with our texture pixel
out_Color = texture(texture1, pass_TextureCoord) * pass_Color ;
}
Now to pass_Color i give an rgba value. I change up the alpha value. the texture is rgba aswell, its a PNG file. I use blending mode GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA.
Now the problem is that the alpha value that I pass in doesn't affect anything..
and I want it to..