75 lines
1.9 KiB
GLSL
75 lines
1.9 KiB
GLSL
/**
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* @file class3/deferred/shadowAlphaMaskF.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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/*[EXTRA_CODE_HERE]*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2D diffuseMap;
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#if !defined(DEPTH_CLAMP)
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VARYING float pos_zd2;
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#endif
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VARYING float pos_w;
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VARYING float target_pos_x;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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vec4 getPosition(vec2 screen_coord);
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vec4 computeMoments(float depth, float a);
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void main()
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{
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vec4 pos = getPosition(vary_texcoord0.xy);
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float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a;
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if (alpha < 0.05) // treat as totally transparent
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{
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discard;
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}
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if (alpha < 0.88) // treat as semi-transparent
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{
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if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
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{
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discard;
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}
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}
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frag_color = computeMoments(length(pos.xyz), alpha);
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#if !defined(DEPTH_CLAMP)
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gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
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#endif
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}
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