CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will revisit soft alpha in materials project.

meow-7.2.2
Dave Parks 2010-03-17 22:22:02 -05:00
parent 39a08368bb
commit 16bbd7bf08
4 changed files with 0 additions and 34 deletions

View File

@ -24,8 +24,6 @@ varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
uniform float alpha_soften;
uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen)
@ -57,15 +55,6 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
if (samp_pos.z != 0.0 && gl_Color.a < 1.0)
{
float dist_factor = alpha_soften;
float a = gl_Color.a;
a *= a;
dist_factor *= 1.0/(1.0-a);
color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
}
//gl_FragColor = gl_Color;
gl_FragColor = color;
//gl_FragColor = vec4(1,0,1,1);

View File

@ -23,8 +23,6 @@ varying vec4 vary_position;
varying vec3 vary_normal;
varying vec3 vary_fragcoord;
uniform float alpha_soften;
uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen)
@ -56,15 +54,6 @@ void main()
color.rgb = fullbrightScaleSoftClip(color.rgb);
if (samp_pos.z != 0.0 && color.a < 1.0)
{
float dist_factor = alpha_soften;
float a = color.a;
a *= a;
dist_factor *= 1.0/(1.0-a);
color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
}
//gl_FragColor = gl_Color;
gl_FragColor = color;
//gl_FragColor = vec4(1,0,1,1);

View File

@ -29,8 +29,6 @@ varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
uniform float alpha_soften;
uniform float shadow_bias;
uniform mat4 inv_proj;
@ -115,15 +113,6 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
if (samp_pos.z != 0.0 && gl_Color.a < 1.0)
{
float dist_factor = alpha_soften;
float a = gl_Color.a;
a *= a;
dist_factor *= 1.0/(1.0-a);
color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
}
//gl_FragColor = gl_Color;
gl_FragColor = color;
//gl_FragColor = vec4(1,0,1,1)*shadow;

View File

@ -6173,7 +6173,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
shader.uniform1f("alpha_soften", gSavedSettings.getF32("RenderDeferredAlphaSoften"));
shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset"));
shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias"));
shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));