From 81553613551ffc7c8253d67a3fb3a24137d19d51 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 28 Oct 2022 11:19:43 -0500 Subject: SL-18453 WIP -- Use GLTF draw pool to render shadows. Still need a GLTF specific shadow shader to multiply alpha. --- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 20 +------------------- 1 file changed, 1 insertion(+), 19 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 9b8df0a5a4..32e9714a75 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -43,29 +43,11 @@ void main() { float alpha = diffuseLookup(vary_texcoord0.xy).a; - // mask cutoff 0 -> no shadow SL-11051 - if (minimum_alpha == 0) + if (alpha < minimum_alpha) { discard; } -#if !defined(IS_FULLBRIGHT) - alpha *= vertex_color.a; -#endif - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < 0.88) // treat as semi-transparent - { - if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) - { - discard; - } - } - frag_color = vec4(1,1,1,1); #if !defined(DEPTH_CLAMP) -- cgit v1.2.3