Removed maximum_alpha uniform (as it's always 1.0 anyhow)
This commit is contained in:
@@ -7,7 +7,6 @@
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -17,7 +16,7 @@ void main()
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{
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vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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if (col.a < minimum_alpha || col.a > maximum_alpha)
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if (col.a < minimum_alpha)
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{
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discard;
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}
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@@ -8,13 +8,12 @@
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varying vec3 vary_normal;
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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void main()
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{
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vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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if (col.a < minimum_alpha || col.a > maximum_alpha)
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if (col.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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uniform sampler2D normalMap;
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@@ -15,7 +14,7 @@ uniform sampler2D specularMap;
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void main()
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{
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vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
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if (col.a < minimum_alpha || col.a > maximum_alpha)
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if (col.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -16,7 +15,7 @@ void main()
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{
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float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a;
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if (alpha < minimum_alpha || alpha > maximum_alpha)
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if (alpha < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -17,7 +16,7 @@ void main()
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{
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vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -7,7 +7,6 @@
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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@@ -16,7 +15,7 @@ void default_lighting()
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{
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vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -7,7 +7,6 @@
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -19,7 +18,7 @@ void default_lighting()
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{
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vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -15,7 +14,7 @@ void fullbright_lighting()
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{
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vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -17,7 +16,7 @@ void fullbright_lighting()
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{
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vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec4 diffuseLookup(vec2 texcoord);
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@@ -17,7 +16,7 @@ void fullbright_lighting_water()
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{
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vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -17,7 +16,7 @@ void fullbright_lighting_water()
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{
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 atmosLighting(vec3 light);
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vec4 applyWaterFog(vec4 color);
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@@ -15,7 +14,7 @@ void default_lighting_water()
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{
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vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -17,7 +16,7 @@ void default_lighting_water()
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{
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vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -97,7 +97,7 @@ void LLDrawPoolAlpha::renderDeferred(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
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gDeferredDiffuseAlphaMaskProgram.bind();
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gDeferredDiffuseAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
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gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f);
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//render alpha masked objects
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LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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@@ -143,7 +143,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
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simple_shader = NULL;
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fullbright_shader = NULL;
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gObjectFullbrightAlphaMaskProgram.bind();
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gObjectFullbrightAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
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gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
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}
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deferred_render = TRUE;
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@@ -236,14 +236,14 @@ void LLDrawPoolAlpha::render(S32 pass)
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if (!LLPipeline::sRenderDeferred || !deferred_render)
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{
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simple_shader->bind();
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simple_shader->setAlphaRange(0.33f, 1.f);
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simple_shader->setMinimumAlpha(0.33f);
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pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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}
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if (fullbright_shader)
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{
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fullbright_shader->bind();
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fullbright_shader->setAlphaRange(0.33f, 1.f);
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fullbright_shader->setMinimumAlpha(0.33f);
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}
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pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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//LLGLSLShader::bindNoShader();
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@@ -279,16 +279,16 @@ void LLDrawPoolAlpha::render(S32 pass)
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if (LLPipeline::sImpostorRender)
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{
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fullbright_shader->bind();
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fullbright_shader->setAlphaRange(0.5f, 1.f);
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fullbright_shader->setMinimumAlpha(0.5f);
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simple_shader->bind();
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simple_shader->setAlphaRange(0.5f, 1.f);
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simple_shader->setMinimumAlpha(0.5f);
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}
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else
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{
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fullbright_shader->bind();
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fullbright_shader->setAlphaRange(0.f, 1.f);
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fullbright_shader->setMinimumAlpha(0.f);
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simple_shader->bind();
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simple_shader->setAlphaRange(0.f, 1.f);
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simple_shader->setMinimumAlpha(0.f);
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}
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}
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else
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@@ -678,7 +678,7 @@ void LLDrawPoolAvatar::beginImpostor()
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if (LLGLSLShader::sNoFixedFunction)
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{
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gImpostorProgram.bind();
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gImpostorProgram.setAlphaRange(0.01f, 1.f);
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gImpostorProgram.setMinimumAlpha(0.01f);
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}
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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@@ -710,7 +710,7 @@ void LLDrawPoolAvatar::beginRigid()
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if (sVertexProgram != NULL)
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{ //eyeballs render with the specular shader
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sVertexProgram->bind();
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sVertexProgram->setAlphaRange(0.2f, 1.f);
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sVertexProgram->setMinimumAlpha(0.2f);
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}
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}
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else
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@@ -743,7 +743,7 @@ void LLDrawPoolAvatar::beginDeferredImpostor()
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sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
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sVertexProgram->bind();
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sVertexProgram->setAlphaRange(0.01f, 1.f);
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sVertexProgram->setMinimumAlpha(0.01f);
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}
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void LLDrawPoolAvatar::endDeferredImpostor()
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@@ -829,7 +829,7 @@ void LLDrawPoolAvatar::beginSkinned()
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//if (LLGLSLShader::sNoFixedFunction) //Singu Note: sNoFixedFunction being false does not imply shaders are off, unlike in V3.
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if (gPipeline.canUseVertexShaders()) //Check if shaders are REALLY used.
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{
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sVertexProgram->setAlphaRange(0.2f, 1.f);
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sVertexProgram->setMinimumAlpha(0.2f);
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}
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}
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@@ -267,7 +267,7 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass)
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if (mVertexShaderLevel > 0)
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{
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simple_shader->bind();
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simple_shader->setAlphaRange(0.5f, 1.f);
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simple_shader->setMinimumAlpha(0.5f);
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}
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else
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{
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@@ -324,7 +324,7 @@ void LLDrawPoolGrass::renderDeferred(S32 pass)
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LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
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//LLFastTimer t(FTM_RENDER_GRASS_DEFERRED);
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gDeferredNonIndexedDiffuseAlphaMaskProgram.bind();
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gDeferredNonIndexedDiffuseAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
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gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f);
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//render grass
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LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
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}
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@@ -80,7 +80,7 @@ void LLDrawPoolTree::beginRenderPass(S32 pass)
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if (gPipeline.canUseVertexShaders())
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{
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shader->bind();
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shader->setAlphaRange(0.5f, 1.f);
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shader->setMinimumAlpha(0.5f);
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}
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else
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{
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@@ -149,7 +149,7 @@ void LLDrawPoolTree::beginDeferredPass(S32 pass)
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shader = &gDeferredNonIndexedDiffuseAlphaMaskProgram;
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shader->bind();
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shader->setAlphaRange(0.5f, 1.f);
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shader->setMinimumAlpha(0.5f);
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}
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void LLDrawPoolTree::renderDeferred(S32 pass)
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@@ -175,7 +175,7 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)
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static const LLCachedControl<F32> render_deferred_bias("RenderDeferredTreeShadowBias",1.f);
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glPolygonOffset(render_deferred_offset,render_deferred_bias);
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gDeferredShadowAlphaMaskProgram.bind();
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gDeferredShadowAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
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gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.5f);
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}
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void LLDrawPoolTree::renderShadow(S32 pass)
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@@ -8129,7 +8129,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
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{
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LLFastTimer ftm(LLFastTimer::FTM_SHADOW_ALPHA);
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gDeferredShadowAlphaMaskProgram.bind();
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gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f);
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gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.6f);
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renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
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glColor4f(1,1,1,1);
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renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
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