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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
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')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl3
-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
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorF.glsl3
17 files changed, 17 insertions, 35 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index 14b79c37fd..e9989a4e48 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -28,7 +28,6 @@ out vec4 gl_FragData[3];
#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -40,7 +39,7 @@ void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index 381fba8813..fdf8d72b38 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -30,7 +30,6 @@ out vec4 gl_FragData[3];
VARYING vec3 vary_normal;
uniform float minimum_alpha;
-uniform float maximum_alpha;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -39,7 +38,7 @@ void main()
{
vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index b582ba7f9c..bb20e2ca47 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -29,7 +29,6 @@ out vec4 gl_FragData[3];
#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -40,7 +39,7 @@ void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index 5decddebbb..a44173a2a4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -28,7 +28,6 @@ out vec4 gl_FragData[3];
#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -41,7 +40,7 @@ void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 71b12326d8..46d42d2a4a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -28,7 +28,6 @@ out vec4 gl_FragColor;
#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -40,7 +39,7 @@ void main()
{
float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
- if (alpha < minimum_alpha || alpha > maximum_alpha)
+ if (alpha < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index b934bc6991..ea98d6884c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -34,12 +34,11 @@ VARYING vec3 vary_normal;
VARYING vec2 vary_texcoord0;
uniform float minimum_alpha;
-uniform float maximum_alpha;
void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index 29ec6e6bee..20d0170535 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -28,7 +28,6 @@ out vec4 gl_FragColor;
#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -39,7 +38,7 @@ void main()
{
float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
- if (alpha < minimum_alpha || alpha > maximum_alpha)
+ if (alpha < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
index 4f2767fc97..d2f5e1987a 100644
--- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
@@ -30,7 +30,6 @@ out vec4 gl_FragColor;
uniform sampler2D diffuseMap;
uniform float minimum_alpha;
-uniform float maximum_alpha;
VARYING vec2 vary_texcoord0;
VARYING vec4 vertex_color;
@@ -38,7 +37,7 @@ VARYING vec4 vertex_color;
void main()
{
vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
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;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
index e7c81888eb..3c6e22b295 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
@@ -28,7 +28,6 @@ out vec4 gl_FragColor;
#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -38,7 +37,7 @@ void main()
{
vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}