Fixed alpha variable declaration in SSAO Normal pass shader.Thanks to koris.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9341 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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				| @ -8,9 +8,9 @@ varying vec2 texCoord; | ||||
| 
 | ||||
| void main(void) | ||||
| { | ||||
| 
 | ||||
|     float alpha= 1.0; | ||||
|     #ifdef DIFFUSEMAP_ALPHA | ||||
|         float alpha=texture2D(m_DiffuseMap,texCoord).a; | ||||
|         alpha=texture2D(m_DiffuseMap,texCoord).a; | ||||
|     #endif | ||||
|     gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, alpha); | ||||
| 
 | ||||
|  | ||||
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