-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
53 lines
1.5 KiB
GLSL
53 lines
1.5 KiB
GLSL
/**
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* @file diffuseAlphaMaskF.glsl
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*
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* $LicenseInfo:firstyear=2011&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 gl_FragData[3];
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#endif
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uniform float minimum_alpha;
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uniform sampler2D diffuseMap;
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VARYING vec3 vary_normal;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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void main()
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{
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vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
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if (col.a < minimum_alpha)
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{
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discard;
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}
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gl_FragData[0] = vec4(col.rgb, 0.0);
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gl_FragData[1] = vec4(0,0,0,0); // spec
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vec3 nvn = normalize(vary_normal);
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gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
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}
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