/** * @file diffuseAlphaMaskNoColorF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform float minimum_alpha; uniform float maximum_alpha; uniform sampler2D diffuseMap; varying vec3 vary_normal; void main() { vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); if (col.a < minimum_alpha || col.a > maximum_alpha) { discard; } gl_FragData[0] = vec4(col.rgb, 0.0); gl_FragData[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); }