HDR: Remove glass.eff minimum alpha hack
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2 changed files with 1 additions and 8 deletions
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@ -582,11 +582,6 @@
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<type>float-vec4</type>
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<value><use>material/diffuse</use></value>
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</uniform>
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<uniform>
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<name>minimum_alpha</name>
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<type>float</type>
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<value>0.1</value>
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</uniform>
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<!-- Lighting include -->
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<uniform>
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<name>dfg_lut</name>
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@ -8,7 +8,6 @@ in vec4 materialColor;
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in vec3 ecPos;
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uniform sampler2D color_tex;
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uniform float minimum_alpha = 0.0;
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uniform mat4 osg_ViewMatrixInverse;
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uniform vec4 fg_Viewport;
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@ -49,8 +48,7 @@ void main()
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{
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vec4 baseColorTexel = texture(color_tex, texCoord);
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vec3 baseColor = decodeSRGB(baseColorTexel.rgb) * materialColor.rgb;
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// HACK: Force a minimum value to stay compatible with glass.eff
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float alpha = max(materialColor.a * baseColorTexel.a, minimum_alpha);
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float alpha = materialColor.a * baseColorTexel.a;
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vec3 n = normalize(normalVS);
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vec3 v = normalize(-ecPos);
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