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authorvyacheslavsproductengine <vyacheslavsproductengine@lindenlab.com>2015-06-03 20:00:53 +0400
committervyacheslavsproductengine <vyacheslavsproductengine@lindenlab.com>2015-06-03 20:00:53 +0400
commit3f3bac5e913545bcf22e66460bbfec5cb9b655db (patch)
tree5cd0cd731adce1a458b226cd23aa859996153ad3 /indra/newview/app_settings/shaders
parent5d70ea8d4f7a5029a75e36383c95f2fdd1e8db99 (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-xindra/newview/app_settings/shaders/class1/deferred/bumpF.glsl24
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);
}