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
3.0
rem..om 13 years ago
parent be9dc94d88
commit 9d7d5a388c
  1. 7
      engine/src/core-data/Common/MatDefs/Light/Lighting.frag
  2. 1
      engine/src/core-effects/Common/MatDefs/SSAO/normal.frag

@ -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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