diff options
author | vyacheslavsproductengine <vyacheslavsproductengine@lindenlab.com> | 2015-06-03 20:00:53 +0400 |
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committer | vyacheslavsproductengine <vyacheslavsproductengine@lindenlab.com> | 2015-06-03 20:00:53 +0400 |
commit | 3f3bac5e913545bcf22e66460bbfec5cb9b655db (patch) | |
tree | 5cd0cd731adce1a458b226cd23aa859996153ad3 /indra/newview/app_settings/shaders | |
parent | 5d70ea8d4f7a5029a75e36383c95f2fdd1e8db99 (diff) |
MAINT-4446 FIXED R2 (Alpha masking does not work when ALM is enabled if the object has a legacy bump set.)
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl | 24 |
1 files changed, 16 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 595c11fae2..58fb01d200 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -29,6 +29,7 @@ out vec4 frag_data[3]; #define frag_data gl_FragData #endif +uniform float minimum_alpha; uniform sampler2D diffuseMap; uniform sampler2D bumpMap; @@ -47,16 +48,23 @@ vec2 encode_normal(vec3 n) void main() { - vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; - vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + + if(col.a < minimum_alpha) + { + discard; + } + col *= vertex_color; + + vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; - vec3 tnorm = vec3(dot(norm,vary_mat0), + vec3 tnorm = vec3(dot(norm,vary_mat0), dot(norm,vary_mat1), dot(norm,vary_mat2)); - frag_data[0] = vec4(col, 0.0); - frag_data[1] = vertex_color.aaaa; // spec - //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested - vec3 nvn = normalize(tnorm); - frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + vec3 nvn = normalize(tnorm); + frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, 0.0); } |