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/**
* @file avatarAlphaShadowF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 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
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
#if !DEPTH_CLAMP
VARYING vec4 post_pos;
#endif
VARYING float pos_w;
VARYING float target_pos_x;
VARYING vec2 vary_texcoord0;
uniform vec4 color;
void main()
{
float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * color.a;
if (alpha < 0.05) // treat as totally transparent
{
discard;
}
if (alpha < minimum_alpha) // treat as semi-transparent
{
if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
{
discard;
}
}
frag_color = vec4(1,1,1,1);
#if !DEPTH_CLAMP
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}
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