Alphamasking migrated to shaders instead of using fixed-function. Very early code. Hasn't even made it into viewer-development yet.
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/**
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* @file shadowAlphaMaskF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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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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varying vec4 post_pos;
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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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{
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discard;
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}
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gl_FragColor = vec4(1,1,1,1);
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gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
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}
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