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authorDave Parks <davep@lindenlab.com>2011-11-02 13:13:38 -0500
committerDave Parks <davep@lindenlab.com>2011-11-02 13:13:38 -0500
commit2179e1c1f2f3614678d528fe96640728ce663f2e (patch)
treef42b13f36f374e6ba915e85cfacd8ab99183a167 /indra/newview/app_settings/shaders/class1/lighting
parent55f69de90c9b32c7fa25f16ec7d1f41064eff614 (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')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl3
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;
}