/** * @file treeF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; varying vec3 vary_normal; void main() { vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); gl_FragData[1] = vec4(0,0,0,0); gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); }