/** * @file impostorF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform float minimum_alpha; uniform float maximum_alpha; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); uniform sampler2D diffuseMap; void main() { vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; if (color.a < minimum_alpha || color.a > maximum_alpha) { discard; } gl_FragColor = color; }