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authorNat Goodspeed <nat@lindenlab.com>2012-06-07 05:47:50 -0400
committerNat Goodspeed <nat@lindenlab.com>2012-06-07 05:47:50 -0400
commitce563795e1f5d7493b975393bea9ec5cab90fd6a (patch)
treeedc0b403ee80989bfa55b6d1cae3680093fb61fc /indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
parentd167ebe35f8cdec1ca88e0d817e2878f14a5aa68 (diff)
parent89ea7ccfc7fd4c33eab4ad9123141fa40231a00d (diff)
MAINT-1144: Merge llhttpclient_test.cpp fix back to tip
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl51
1 files changed, 51 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
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index 0000000000..d4d2f5f571
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+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
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+/**
+ * @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;
+
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
+
+ if (alpha < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_color = vec4(1,1,1,1);
+
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+}