/** * @file lightAlphaMaskF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform float minimum_alpha; uniform float maximum_alpha; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); void default_lighting() { vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; if (color.a < minimum_alpha || color.a > maximum_alpha) { discard; } color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); gl_FragColor = color; }