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
This commit is contained in:
rem..om 2012-04-30 11:39:21 +00:00
parent be9dc94d88
commit 9d7d5a388c
2 changed files with 1 additions and 7 deletions

View File

@ -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;

View File

@ -4,7 +4,6 @@ varying vec2 texCoord;
#ifdef DIFFUSEMAP_ALPHA
uniform sampler2D m_DiffuseMap;
uniform float m_AlphaDiscardThreshold;
#endif
void main(void)