diff options
Diffstat (limited to 'indra/newview/app_settings')
17 files changed, 17 insertions, 35 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 14b79c37fd..e9989a4e48 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragData[3];  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  uniform sampler2D diffuseMap; @@ -40,7 +39,7 @@ void main()  {  	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; -	if (col.a < minimum_alpha || col.a > maximum_alpha) +	if (col.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 381fba8813..fdf8d72b38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -30,7 +30,6 @@ out vec4 gl_FragData[3];  VARYING vec3 vary_normal;  uniform float minimum_alpha; -uniform float maximum_alpha;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; @@ -39,7 +38,7 @@ void main()  {  	vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color; -	if (col.a < minimum_alpha || col.a > maximum_alpha) +	if (col.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index b582ba7f9c..bb20e2ca47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -29,7 +29,6 @@ out vec4 gl_FragData[3];  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  uniform sampler2D diffuseMap; @@ -40,7 +39,7 @@ void main()  {  	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); -	if (col.a < minimum_alpha || col.a > maximum_alpha) +	if (col.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 5decddebbb..a44173a2a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragData[3];  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  uniform sampler2D diffuseMap; @@ -41,7 +40,7 @@ void main()  {  	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); -	if (col.a < minimum_alpha || col.a > maximum_alpha) +	if (col.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 71b12326d8..46d42d2a4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  uniform sampler2D diffuseMap; @@ -40,7 +39,7 @@ void main()  {  	float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a; -	if (alpha < minimum_alpha || alpha > maximum_alpha) +	if (alpha < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index b934bc6991..ea98d6884c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -34,12 +34,11 @@ VARYING vec3 vary_normal;  VARYING vec2 vary_texcoord0;  uniform float minimum_alpha; -uniform float maximum_alpha;  void main()   {  	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); -	if (col.a < minimum_alpha || col.a > maximum_alpha) +	if (col.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 29ec6e6bee..20d0170535 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  uniform sampler2D diffuseMap; @@ -39,7 +38,7 @@ void main()  {  	float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; -	if (alpha < minimum_alpha || alpha > maximum_alpha) +	if (alpha < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl index 4f2767fc97..d2f5e1987a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -30,7 +30,6 @@ out vec4 gl_FragColor;  uniform sampler2D diffuseMap;  uniform float minimum_alpha; -uniform float maximum_alpha;  VARYING vec2 vary_texcoord0;  VARYING vec4 vertex_color; @@ -38,7 +37,7 @@ VARYING vec4 vertex_color;  void main()   {  	vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); -	if (col.a < minimum_alpha || col.a > maximum_alpha) +	if (col.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index 6815f7aa85..10413bdeb0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); @@ -40,7 +39,7 @@ void default_lighting()  {  	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; -	if (color.a < minimum_alpha || color.a > maximum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index 2640668d7d..1164e5b0a6 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -28,8 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha; -  uniform sampler2D diffuseMap; @@ -43,7 +41,7 @@ void default_lighting()  {  	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; -	if (color.a < minimum_alpha || color.a > maximum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 92113d9afa..ba99c0ed71 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); @@ -40,7 +39,7 @@ void fullbright_lighting()  {  	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; -	if (color.a < minimum_alpha || color.a > maximum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index d1ad3da009..276fad4f44 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); @@ -42,7 +41,7 @@ void fullbright_lighting()  {  	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; -	if (color.a < minimum_alpha || color.a > maximum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl index 32a1c71099..754b2922d9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  vec4 diffuseLookup(vec2 texcoord); @@ -42,7 +41,7 @@ void fullbright_lighting_water()  {  	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; -	if (color.a < minimum_alpha || color.a > maximum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index 1b5aa61441..f69b907dc7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  uniform sampler2D diffuseMap; @@ -42,7 +41,7 @@ void fullbright_lighting_water()  {  	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; -	if (color.a < minimum_alpha || color.a > maximum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 60289cf7f7..103dd633c9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  vec3 atmosLighting(vec3 light);  vec4 applyWaterFog(vec4 color); @@ -40,7 +39,7 @@ void default_lighting_water()  {  	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; -	if (color.a < minimum_alpha || color.a > maximum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index d0038ae89b..bef72752da 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  uniform sampler2D diffuseMap; @@ -42,7 +41,7 @@ void default_lighting_water()  {  	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; -	if (color.a < minimum_alpha || color.a > maximum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index e7c81888eb..3c6e22b295 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -28,7 +28,6 @@ out vec4 gl_FragColor;  #endif  uniform float minimum_alpha; -uniform float maximum_alpha;  uniform sampler2D diffuseMap; @@ -38,7 +37,7 @@ void main()  {  	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); -	if (color.a < minimum_alpha || color.a > maximum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} | 
