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authorPaul ProductEngine <pguslisty@productengine.com>2011-09-07 16:15:54 +0300
committerPaul ProductEngine <pguslisty@productengine.com>2011-09-07 16:15:54 +0300
commitbb085a45db845a9bfe8aae83ecc7938f618e9ddc (patch)
treec899b00ec7fec2d91f9443de4a93eb21b4a38170 /indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
parentaaee960dd3a2d3da51db6b8ba7a6f5b1f414aef5 (diff)
parentd63b72fb538d4a9dc977eae91d99263355fadef3 (diff)
Merge from seth_mesh_dev to paul_mesh_dev
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl')
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1 files changed, 51 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
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+++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -0,0 +1,51 @@
+/**
+ * @file lightAlphaMaskNonIndexedF.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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
+ * $/LicenseInfo$
+ */
+
+
+uniform float minimum_alpha;
+uniform float maximum_alpha;
+
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+void default_lighting()
+{
+ vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+
+ if (color.a < minimum_alpha || color.a > maximum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ gl_FragColor = color;
+}
+