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