Removed maximum_alpha uniform (as it's always 1.0 anyhow)

This commit is contained in:
Shyotl
2011-11-19 15:13:16 -06:00
parent ee5a9c97be
commit 1fd908b2c4
21 changed files with 43 additions and 48 deletions

View File

@@ -7,7 +7,6 @@
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -17,7 +16,7 @@ void main()
{
vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
if (col.a < minimum_alpha || col.a > maximum_alpha)
if (col.a < minimum_alpha)
{
discard;
}

View File

@@ -8,13 +8,12 @@
varying vec3 vary_normal;
uniform float minimum_alpha;
uniform float maximum_alpha;
void main()
{
vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (col.a < minimum_alpha || col.a > maximum_alpha)
if (col.a < minimum_alpha)
{
discard;
}

View File

@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
@@ -15,7 +14,7 @@ uniform sampler2D specularMap;
void main()
{
vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
if (col.a < minimum_alpha || col.a > maximum_alpha)
if (col.a < minimum_alpha)
{
discard;
}

View File

@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -16,7 +15,7 @@ void main()
{
float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a;
if (alpha < minimum_alpha || alpha > maximum_alpha)
if (alpha < minimum_alpha)
{
discard;
}

View File

@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -17,7 +16,7 @@ void main()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

View File

@@ -7,7 +7,6 @@
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -16,7 +15,7 @@ void default_lighting()
{
vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

View File

@@ -7,7 +7,6 @@
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -19,7 +18,7 @@ void default_lighting()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

View File

@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -15,7 +14,7 @@ void fullbright_lighting()
{
vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

View File

@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -17,7 +16,7 @@ void fullbright_lighting()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

View File

@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec4 diffuseLookup(vec2 texcoord);
@@ -17,7 +16,7 @@ void fullbright_lighting_water()
{
vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

View File

@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -17,7 +16,7 @@ void fullbright_lighting_water()
{
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

View File

@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
@@ -15,7 +14,7 @@ void default_lighting_water()
{
vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

View File

@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -17,7 +16,7 @@ void default_lighting_water()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}