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 lightAlphaMaskNonIndexedF.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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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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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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{
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discard;
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}
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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gl_FragColor = color;
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}
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