/** * @file shadowAlphaMaskF.glsl * * $LicenseInfo:firstyear=2011&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2011, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; VARYING vec4 post_pos; VARYING float target_pos_x; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; uniform float minimum_alpha; void main() { float alpha = diffuseLookup(vary_texcoord0.xy).a; // mask cutoff 0 -> no shadow SL-11051 if (minimum_alpha == 0) { discard; } if (alpha < 0.05) // treat as totally transparent { discard; } alpha *= vertex_color.a; 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) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif }