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authorGraham Linden <graham@lindenlab.com>2018-09-18 17:53:35 +0100
committerGraham Linden <graham@lindenlab.com>2018-09-18 17:53:35 +0100
commit53abfe53bd91e7d81ffbf037b807e2e8b226d2f2 (patch)
treed744145afe55335ea05ceaceae463d6616f248b3 /indra/newview/app_settings/shaders
parent32a147369e0f4979136b8d2a3fc57154a01c6935 (diff)
SL-1835
Make attachmentAlphaMaskShadow frag shader ignore vert alpha which can be incorrect. Make discard test in attachmentAlphaMaskShadow match other shadow shaders more closely. Fix highlightF shader compile error.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl2
2 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
index a08550d69c..c64b6ba240 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
@@ -41,7 +41,7 @@ VARYING vec4 vertex_color;
void main()
{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
if (alpha < 0.05) // treat as totally transparent
{
@@ -50,7 +50,7 @@ void main()
if (alpha < minimum_alpha) // treat as semi-transparent
{
- if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
+ //if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
index 1adeb9237c..90566393d2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
@@ -36,7 +36,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
- frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy));
+ frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy);
frag_data[1] = vec4(0.0);
frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
}