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author | Debi King (Dessie) <dessie@lindenlab.com> | 2011-12-13 17:36:29 -0500 |
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committer | Debi King (Dessie) <dessie@lindenlab.com> | 2011-12-13 17:36:29 -0500 |
commit | e4f1f611a4736e4b0b78c0d61c3c5f576fec93d0 (patch) | |
tree | 87aeed34bc9378648e1b8729bacf8462b4d9ec2d /indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl | |
parent | 20bc02d2544320a5ad99c61b8d012608319e3161 (diff) | |
parent | d8aa31d10a89aa826cc549594c083a054a2ad967 (diff) |
merged .hgtags
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl | 49 |
1 files changed, 49 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 new file mode 100644 index 0000000000..20d0170535 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -0,0 +1,49 @@ +/** + * @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 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; + } + + gl_FragColor = vec4(1,1,1,1); + + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +} |