/** * @file impostorF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform float minimum_alpha; uniform float maximum_alpha; uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform sampler2D specularMap; 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, col.a * 0.005); gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy); gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0); }