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