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author | Graham Linden <graham@lindenlab.com> | 2019-04-02 14:32:59 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-02 14:32:59 -0700 |
commit | b8115d43c95504afa0a15a091e3d1ab389c71366 (patch) | |
tree | 9604a0f9ab1c65894bca1239264c3e1842acd58b /indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl | |
parent | ac2fc3029f3b9b6ba182949c29a7919f2f87eb02 (diff) | |
parent | 5cf18cb867be567bf921f0b94a78fd822e4112ad (diff) |
Merge 6.1.2
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl new file mode 100644 index 0000000000..b8ce54bcb1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -0,0 +1,65 @@ +/** + * @file treeShadowF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform float minimum_alpha; +uniform sampler2D diffuseMap; + +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif + +VARYING float target_pos_x; +VARYING float pos_w; +VARYING vec2 vary_texcoord0; + +void main() +{ + float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + + if (alpha < 0.05) // treat as totally transparent + { + discard; + } + + if (alpha < minimum_alpha) + { + if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) + { + discard; + } + } + + frag_color = vec4(1,1,1,1); + +#if !DEPTH_CLAMP + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +#endif +} |