diff options
author | Graham Linden <graham@lindenlab.com> | 2019-05-09 08:49:02 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-05-09 08:49:02 -0700 |
commit | 4fe71c1da4d16513fe6aa1fb8a2bfd801f6ede7d (patch) | |
tree | 7018e68d0730e162d122097f7973e395b47b337f /indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl | |
parent | cd6044ed7a52e68e6050130ac2e9a637b8b7f339 (diff) |
SL-11109
Fix alpha mask shadows to mult vert alpha prior to discard tests and obey min alpha settings.
Make shadow/shadowAlphaMask use consistent varying and output.
Also fixes bug with 0% and 1% transparency providing varying different visual results.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl | 18 |
1 files changed, 7 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index dd762958c4..d79d2423f1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -33,38 +33,34 @@ out vec4 frag_color; uniform sampler2D diffuseMap; -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float pos_w; - +VARYING vec4 post_pos; VARYING float target_pos_x; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +uniform float minimum_alpha; void main() { float alpha = diffuseLookup(vary_texcoord0.xy).a; + alpha *= vertex_color.a; + if (alpha < 0.05) // treat as totally transparent { discard; } - if (alpha < 0.88) // treat as semi-transparent + if (alpha < minimum_alpha) // treat as semi-transparent { - if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) + if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) { discard; } } - alpha *= vertex_color.a; - frag_color = vec4(1,1,1,1); #if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif } |