diff options
author | Dave Parks <davep@lindenlab.com> | 2011-11-02 13:13:38 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2011-11-02 13:13:38 -0500 |
commit | 2179e1c1f2f3614678d528fe96640728ce663f2e (patch) | |
tree | f42b13f36f374e6ba915e85cfacd8ab99183a167 /indra/newview/app_settings/shaders/class1/lighting | |
parent | 55f69de90c9b32c7fa25f16ec7d1f41064eff614 (diff) |
SH-2541 Fix for speckles on avatar on some cards -- don't use "maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting')
8 files changed, 8 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index 6815f7aa85..10413bdeb0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -40,7 +39,7 @@ void default_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index 2640668d7d..1164e5b0a6 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -28,8 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; - uniform sampler2D diffuseMap; @@ -43,7 +41,7 @@ void default_lighting() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 92113d9afa..ba99c0ed71 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -40,7 +39,7 @@ void fullbright_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index d1ad3da009..276fad4f44 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -42,7 +41,7 @@ void fullbright_lighting() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl index 32a1c71099..754b2922d9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec4 diffuseLookup(vec2 texcoord); @@ -42,7 +41,7 @@ void fullbright_lighting_water() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index 1b5aa61441..f69b907dc7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -42,7 +41,7 @@ void fullbright_lighting_water() { vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 60289cf7f7..103dd633c9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); @@ -40,7 +39,7 @@ void default_lighting_water() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index d0038ae89b..bef72752da 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor; #endif uniform float minimum_alpha; -uniform float maximum_alpha; uniform sampler2D diffuseMap; @@ -42,7 +41,7 @@ void default_lighting_water() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - if (color.a < minimum_alpha || color.a > maximum_alpha) + if (color.a < minimum_alpha) { discard; } |