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authorRider Linden <rider@lindenlab.com>2019-04-03 14:53:49 -0700
committerRider Linden <rider@lindenlab.com>2019-04-03 14:53:49 -0700
commit8f1e75071e081f1040a371cb2c1bc420befab948 (patch)
tree18958414ed6e245e101de71a4439d2499e9dce80 /indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
parente24237b6af504ff8faea02c8ab22344f2452364e (diff)
parent82fbf642617444e0233e73d3bd5909c7c5285445 (diff)
Merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl')
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diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
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@@ -0,0 +1,68 @@
+/**
+ * @file avatarAlphaShadowF.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 pos_w;
+VARYING float target_pos_x;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
+
+void main()
+{
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
+
+ if (alpha < 0.05) // treat as totally transparent
+ {
+ discard;
+ }
+
+ if (alpha < minimum_alpha) // treat as semi-transparent
+ {
+ 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
+
+}