/** * @file shadowAlphaMaskF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform float minimum_alpha; uniform float maximum_alpha; uniform sampler2D diffuseMap; varying vec4 post_pos; void main() { float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a; if (alpha < minimum_alpha || alpha > maximum_alpha) { discard; } gl_FragColor = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); }