My lovingly tweaked custom shaders are all messed up with 1.29: very low alpha value returned by the fragment shaders (gl_FragColor) seem to be saturated.
I suspect the modifyShaderForColor method has got something to do with this, and more particularly line 1830 of Model.js:
’ float highlight = ceil(gltf_colorBlend); \n’ +
I may be wrong but, ideally, if I provide my own fragment shader, I would like it to remain untouched so I keep control over the output.
The modifyShaderForColor method concatenates extra instructions to the shader making it difficult to know if problems are coming from my own code or from Cesium.
Is there any way to disable/override this behavior?