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-rw-r--r--indra/llprimitive/llmaterial.cpp11
-rw-r--r--indra/llprimitive/llmaterial.h5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl111
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl241
-rw-r--r--indra/newview/lldrawpoolalpha.cpp2
-rw-r--r--indra/newview/llspatialpartition.cpp1
-rw-r--r--indra/newview/llspatialpartition.h2
-rw-r--r--indra/newview/llviewershadermgr.cpp3
-rw-r--r--indra/newview/llvovolume.cpp23
-rw-r--r--indra/newview/pipeline.cpp7
10 files changed, 153 insertions, 253 deletions
diff --git a/indra/llprimitive/llmaterial.cpp b/indra/llprimitive/llmaterial.cpp
index bd98aa040a..ce443dea1d 100644
--- a/indra/llprimitive/llmaterial.cpp
+++ b/indra/llprimitive/llmaterial.cpp
@@ -186,12 +186,19 @@ bool LLMaterial::operator != (const LLMaterial& rhs) const
}
-U32 LLMaterial::getShaderMask()
+U32 LLMaterial::getShaderMask(U32 alpha_mode)
{ //NEVER incorporate this value into the message system -- this function will vary depending on viewer implementation
U32 ret = 0;
//two least significant bits are "diffuse alpha mode"
- ret = getDiffuseAlphaMode();
+ if (alpha_mode != DIFFUSE_ALPHA_MODE_DEFAULT)
+ {
+ ret = alpha_mode;
+ }
+ else
+ {
+ ret = getDiffuseAlphaMode();
+ }
llassert(ret < SHADER_COUNT);
diff --git a/indra/llprimitive/llmaterial.h b/indra/llprimitive/llmaterial.h
index b294288c64..b265732adc 100644
--- a/indra/llprimitive/llmaterial.h
+++ b/indra/llprimitive/llmaterial.h
@@ -44,7 +44,8 @@ public:
DIFFUSE_ALPHA_MODE_NONE = 0,
DIFFUSE_ALPHA_MODE_BLEND = 1,
DIFFUSE_ALPHA_MODE_MASK = 2,
- DIFFUSE_ALPHA_MODE_EMISSIVE = 3
+ DIFFUSE_ALPHA_MODE_EMISSIVE = 3,
+ DIFFUSE_ALPHA_MODE_DEFAULT = 4,
} eDiffuseAlphaMode;
typedef enum
@@ -100,7 +101,7 @@ public:
bool operator == (const LLMaterial& rhs) const;
bool operator != (const LLMaterial& rhs) const;
- U32 getShaderMask();
+ U32 getShaderMask(U32 alpha_mode = DIFFUSE_ALPHA_MODE_DEFAULT);
protected:
LLUUID mNormalID;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index e2fe4a1e9e..50b43f6a8d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -35,12 +35,24 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+#if HAS_SHADOW
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
+
+uniform vec2 shadow_res;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float shadow_bias;
+
+#endif
+
#ifdef USE_DIFFUSE_TEX
uniform sampler2D diffuseMap;
#endif
-uniform vec2 screen_res;
-
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -61,6 +73,8 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform vec2 screen_res;
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -98,6 +112,27 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
return vec3(da,da,da);
}
+#if HAS_SHADOW
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+
+ return shadow*0.2;
+}
+#endif
+
+
void main()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
@@ -105,6 +140,73 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
+
+#if HAS_SHADOW
+ float shadow = 0.0;
+ vec4 spos = pos;
+
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
+ {
+ lpos = shadow_matrix[2]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
+ {
+ lpos = shadow_matrix[1]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z > far_split.x)
+ {
+ lpos = shadow_matrix[0]*spos;
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos)*w;
+ weight += w;
+ }
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
+ }
+#endif
+
#ifdef USE_INDEXED_TEX
vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
@@ -125,7 +227,12 @@ void main()
vec3 dlight = calcDirectionalLight(normal, l) * 2.6;
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
+#if HAS_SHADOW
+ vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha);
+#else
vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
+#endif
+
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
deleted file mode 100644
index d2e85ba8a0..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ /dev/null
@@ -1,241 +0,0 @@
-/**
- * @file alphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, 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
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-
-#ifdef USE_DIFFUSE_TEX
-uniform sampler2D diffuseMap;
-#endif
-
-uniform vec2 screen_res;
-uniform vec2 shadow_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-#ifdef USE_VERTEX_COLOR
-VARYING vec4 vertex_color;
-#endif
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float shadow_bias;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = pow(max(dot(n,l),0.0), 0.7);
- return vec3(a,a,a);
-}
-
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- da = pow(da, 2.2) * 2.2;
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(pow(dot(n, lv), 0.7), 0.0);
- }
-
- return vec3(da,da,da);
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
- return shadow*0.2;
-}
-
-
-void main()
-{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- float shadow = 0.0;
- vec4 pos = vec4(vary_position, 1.0);
-
- vec4 spos = pos;
-
- if (spos.z > -shadow_clip.w)
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos)*w;
- weight += w;
- }
-
-
- shadow /= weight;
- }
- else
- {
- shadow = 1.0;
- }
-
- vec4 diff;
-
-#ifdef USE_INDEXED_TEX
- diff = diffuseLookup(vary_texcoord0.xy);
-#endif
-
-#ifdef USE_DIFFUSE_TEX
- diff = texture2D(diffuseMap,vary_texcoord0.xy);
-#endif
- diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
-
- float vertex_color_alpha = 1.0;
-
-#ifdef USE_VERTEX_COLOR
- vertex_color_alpha = vertex_color.a;
-#endif
-
- vec3 normal = vary_norm;
- vec3 l = light_position[0].xyz;
- vec3 dlight = calcDirectionalLight(normal, l);
- dlight = dlight * vary_directional.rgb * vary_pointlight_col;
-
- vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);
- vec4 color = diff * col;
-
- color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
-
- col = vec4(0.0f,0.0f,0.0f,0.0f);
-
- #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
-
- frag_color = color;
-}
-
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 1912ae0c16..d5de5d30b0 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -481,7 +481,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
if (!params.mFullbright && deferred_render && mat)
{
- U32 mask = mat->getShaderMask();
+ U32 mask = params.mShaderMask;
llassert(mask < LLMaterial::SHADER_COUNT);
target_shader = &(gDeferredMaterialProgram[mask]);
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index 6bb9d5f201..252f129133 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -4634,6 +4634,7 @@ LLDrawInfo::LLDrawInfo(U16 start, U16 end, U32 count, U32 offset,
mDistance(0.f),
mDrawMode(LLRender::TRIANGLES),
mMaterial(NULL),
+ mShaderMask(0),
mSpecColor(1.0f, 1.0f, 1.0f, 0.5f),
mEnvIntensity(0.0f),
mAlphaMaskCutoff(0.5f),
diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h
index 7c0be549df..bf32440848 100644
--- a/indra/newview/llspatialpartition.h
+++ b/indra/newview/llspatialpartition.h
@@ -119,8 +119,8 @@ public:
LL_ALIGN_16(LLFace* mFace); //associated face
F32 mDistance;
U32 mDrawMode;
-
LLMaterialPtr mMaterial; // If this is null, the following parameters are unused.
+ U32 mShaderMask;
LLPointer<LLViewerTexture> mSpecularMap;
const LLMatrix4* mSpecularMapMatrix;
LLPointer<LLViewerTexture> mNormalMap;
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 8c21145860..fce06b9e13 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1225,6 +1225,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
+ gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
// Hack to include uniforms for lighting without linking in lighting file
@@ -1430,6 +1431,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
+ gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaProgram.createShader(NULL, NULL);
@@ -1607,6 +1609,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
+ gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 50228476d8..941892a597 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -4088,6 +4088,21 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
bool batchable = false;
+ U32 shader_mask = 0xFFFFFFFF; //no shader
+
+ if (mat)
+ {
+ if (type == LLRenderPass::PASS_ALPHA)
+ {
+ shader_mask = mat->getShaderMask(LLMaterial::DIFFUSE_ALPHA_MODE_BLEND);
+ }
+ else
+ {
+ shader_mask = mat->getShaderMask();
+ }
+ }
+
+
if (index < 255 && idx >= 0)
{
if (mat || draw_vec[idx]->mMaterial)
@@ -4124,7 +4139,8 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
draw_vec[idx]->mBump == bump &&
draw_vec[idx]->mTextureMatrix == tex_mat &&
draw_vec[idx]->mModelMatrix == model_mat &&
- draw_vec[idx]->mMaterial == mat)
+ draw_vec[idx]->mMaterial == mat &&
+ draw_vec[idx]->mShaderMask == shader_mask)
{
draw_vec[idx]->mCount += facep->getIndicesCount();
draw_vec[idx]->mEnd += facep->getGeomCount();
@@ -4171,6 +4187,7 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
{
// We have a material. Update our draw info accordingly.
draw_info->mMaterial = mat;
+ draw_info->mShaderMask = shader_mask;
if (!mat->getSpecularID().isNull())
{
@@ -5287,6 +5304,10 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
{
registerFace(group, facep, LLRenderPass::PASS_SIMPLE);
}
+ else if (te->getColor().mV[3] < 0.999f)
+ {
+ registerFace(group, facep, LLRenderPass::PASS_ALPHA);
+ }
else
{
U32 pass[] =
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 4cce654f47..fd4e9dfc05 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1660,7 +1660,8 @@ U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* ima
return 0;
}
- bool alpha = te->getColor().mV[3] < 0.999f;
+ bool color_alpha = te->getColor().mV[3] < 0.999f;
+ bool alpha = color_alpha;
if (imagep)
{
alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2);
@@ -1675,10 +1676,10 @@ U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* ima
break;
case 0: //alpha mode set to none, never go to alpha pool
case 3: //alpha mode set to emissive, never go to alpha pool
- alpha = false;
+ alpha = color_alpha;
break;
default: //alpha mode set to "mask", go to alpha pool if fullbright
- alpha = false; // Material's alpha mode is set to none, mask, or emissive. Toss it into the opaque material draw pool.
+ alpha = color_alpha; // Material's alpha mode is set to none, mask, or emissive. Toss it into the opaque material draw pool.
break;
}
}