Browse Source

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
rem..om 13 years ago
parent
commit
9d7d5a388c

+ 1 - 6
engine/src/core-data/Common/MatDefs/Light/Lighting.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;

+ 0 - 1
engine/src/core-effects/Common/MatDefs/SSAO/normal.frag

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