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
This commit is contained in:
rem..om 2012-05-01 19:16:11 +00:00
parent 3d60482b46
commit 2e704987b9

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@ -8,9 +8,9 @@ varying vec2 texCoord;
void main(void) void main(void)
{ {
float alpha= 1.0;
#ifdef DIFFUSEMAP_ALPHA #ifdef DIFFUSEMAP_ALPHA
float alpha=texture2D(m_DiffuseMap,texCoord).a; alpha=texture2D(m_DiffuseMap,texCoord).a;
#endif #endif
gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, alpha); gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, alpha);