From 11331604767b2dcf50c7a84f24843ce8e531a409 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 12 Jul 2019 13:26:02 -0700 Subject: SL-11109 Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object. Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks). --- .../app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 0d028d2729..9b8df0a5a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -49,6 +49,10 @@ void main() discard; } +#if !defined(IS_FULLBRIGHT) + alpha *= vertex_color.a; +#endif + if (alpha < 0.05) // treat as totally transparent { discard; @@ -62,8 +66,6 @@ void main() } } - alpha *= vertex_color.a; - frag_color = vec4(1,1,1,1); #if !defined(DEPTH_CLAMP) -- cgit v1.2.3