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authorAndreyL ProductEngine <alihatskiy@productengine.com>2019-04-02 22:20:59 +0300
committerAndreyL ProductEngine <alihatskiy@productengine.com>2019-04-02 22:20:59 +0300
commitc6e310c7c2debb87e17d529e4d69b90049ad156f (patch)
treee6ab7d14b0bb7ec30115fcbc17311a25390532b8 /indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
parent580b35c8ea59187d5197e712022b706df3655f86 (diff)
parent5cf18cb867be567bf921f0b94a78fd822e4112ad (diff)
Merged in lindenlab/viewer-release
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl65
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
+}