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diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
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+/**
+ * @file class1\deferred\pbralphaV.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+#define DIFFUSE_ALPHA_MODE_IGNORE 0
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+#define DIFFUSE_ALPHA_MODE_MASK 2
+#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
+
+#ifdef HAS_SKIN
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat3 normal_matrix;
+uniform mat4 modelview_projection_matrix;
+#endif
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ #if !defined(HAS_SKIN)
+ uniform mat4 modelview_matrix;
+ #endif
+ VARYING vec3 vary_position;
+#endif
+
+uniform mat4 texture_matrix0;
+
+#ifdef HAS_SUN_SHADOW
+VARYING vec3 vary_fragcoord;
+uniform float near_clip;
+#endif
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 tangent;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec3 vary_normal;
+VARYING vec3 vary_tangent;
+flat out float vary_sign;
+
+
+void main()
+{
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ vary_position = pos;
+#endif
+ vec4 vert = projection_matrix * vec4(pos,1.0);
+#else
+ //transform vertex
+ vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0);
+#endif
+ gl_Position = vert;
+
+#ifdef HAS_SUN_SHADOW
+ vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
+#endif
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+ vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+
+#ifdef HAS_SKIN
+ vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
+#else //HAS_SKIN
+ vec3 n = normal_matrix * normal;
+ vec3 t = normal_matrix * tangent.xyz;
+#endif //HAS_SKIN
+
+ vary_tangent = normalize(t);
+ vary_sign = tangent.w;
+ vary_normal = normalize(n);
+
+ vertex_color = diffuse_color;
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ #if !defined(HAS_SKIN)
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+ #endif
+#endif
+}