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