Commit: 17a16b57df2d6e45c2f9e0d937c7baf8a386764b
Author: Brecht Van Lommel
Date:   Tue Dec 15 02:07:26 2015 +0100
Branches: master
https://developer.blender.org/rB17a16b57df2d6e45c2f9e0d937c7baf8a386764b

Fix T46936: cycles GLSL should not draw outlines for transparent materials.

===================================================================

M       source/blender/gpu/intern/gpu_material.c

===================================================================

diff --git a/source/blender/gpu/intern/gpu_material.c 
b/source/blender/gpu/intern/gpu_material.c
index a176297..464bec1 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1787,18 +1787,21 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, 
Material *ma, bool use_open
        mat->is_opensubdiv = use_opensubdiv;
 
        /* render pipeline option */
-       if (ma->mode & MA_TRANSP)
+       bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
+       if (!new_shading_nodes && (ma->mode & MA_TRANSP))
+               GPU_material_enable_alpha(mat);
+       else if (new_shading_nodes && ma->alpha < 1.0f)
                GPU_material_enable_alpha(mat);
 
        if (!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && 
ma->use_nodes) {
                /* create nodes */
-               if (BKE_scene_use_new_shading_nodes(scene))
+               if (new_shading_nodes)
                        ntreeGPUMaterialNodes(ma->nodetree, mat, 
NODE_NEW_SHADING);
                else
                        ntreeGPUMaterialNodes(ma->nodetree, mat, 
NODE_OLD_SHADING);
        }
        else {
-               if (BKE_scene_use_new_shading_nodes(scene)) {
+               if (new_shading_nodes) {
                        /* create simple diffuse material instead of nodes */
                        outlink = gpu_material_diffuse_bsdf(mat, ma);
                }

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