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authorOz Linden <oz@lindenlab.com>2011-08-25 13:27:52 -0400
committerOz Linden <oz@lindenlab.com>2011-08-25 13:27:52 -0400
commit4057afd29161ad9cb69674ee608e48bc9e46a559 (patch)
tree058c53cb19d9b3e85fb0f9b70623c563704cdf17 /indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
parent0f1dea30f827f920d2323d9450826f1a4baaa10b (diff)
parent7c222dfd136a4bb97700b390f8adbef6fe67cf5d (diff)
merge changes for storm-1268
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl')
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diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
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+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
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+/**
+ * @file diffuseAlphaMaskIndexedF.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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
+ * $/LicenseInfo$
+ */
+
+varying vec3 vary_normal;
+
+uniform float minimum_alpha;
+uniform float maximum_alpha;
+
+void main()
+{
+ vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+
+ if (col.a < minimum_alpha || col.a > maximum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragData[0] = vec4(col.rgb, 0.0);
+ gl_FragData[1] = vec4(0,0,0,0);
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+}