Shadows/SSAO and transparency : Removed the AlphaDiscardThreshold from the frag shaders
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9334 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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				| @ -55,8 +55,6 @@ varying vec3 SpecularSum; | ||||
|   uniform sampler2D m_ColorRamp; | ||||
| #endif | ||||
| 
 | ||||
| uniform float m_AlphaDiscardThreshold; | ||||
| 
 | ||||
| #ifndef VERTEX_LIGHTING | ||||
| uniform float m_Shininess; | ||||
| 
 | ||||
| @ -171,10 +169,7 @@ void main(){ | ||||
|     float alpha = DiffuseSum.a * diffuseColor.a; | ||||
|     #ifdef ALPHAMAP | ||||
|        alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r; | ||||
|     #endif | ||||
|     if(alpha < m_AlphaDiscardThreshold){ | ||||
|         discard; | ||||
|     } | ||||
|     #endif   | ||||
| 
 | ||||
|     #ifndef VERTEX_LIGHTING | ||||
|         float spotFallOff = 1.0; | ||||
|  | ||||
| @ -4,7 +4,6 @@ varying vec2 texCoord; | ||||
| 
 | ||||
| #ifdef DIFFUSEMAP_ALPHA | ||||
|     uniform sampler2D m_DiffuseMap; | ||||
|     uniform float m_AlphaDiscardThreshold; | ||||
| #endif | ||||
| 
 | ||||
| void main(void) | ||||
|  | ||||
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