diff --git a/Effects/glass.eff b/Effects/glass.eff index 46ab33021..8e58a8a39 100644 --- a/Effects/glass.eff +++ b/Effects/glass.eff @@ -582,11 +582,6 @@ <type>float-vec4</type> <value><use>material/diffuse</use></value> </uniform> - <uniform> - <name>minimum_alpha</name> - <type>float</type> - <value>0.1</value> - </uniform> <!-- Lighting include --> <uniform> <name>dfg_lut</name> diff --git a/Shaders/HDR/geometry-transparent.frag b/Shaders/HDR/geometry-transparent.frag index 5523b5b45..556d35263 100644 --- a/Shaders/HDR/geometry-transparent.frag +++ b/Shaders/HDR/geometry-transparent.frag @@ -8,7 +8,6 @@ in vec4 materialColor; in vec3 ecPos; uniform sampler2D color_tex; -uniform float minimum_alpha = 0.0; uniform mat4 osg_ViewMatrixInverse; uniform vec4 fg_Viewport; @@ -49,8 +48,7 @@ void main() { vec4 baseColorTexel = texture(color_tex, texCoord); vec3 baseColor = decodeSRGB(baseColorTexel.rgb) * materialColor.rgb; - // HACK: Force a minimum value to stay compatible with glass.eff - float alpha = max(materialColor.a * baseColorTexel.a, minimum_alpha); + float alpha = materialColor.a * baseColorTexel.a; vec3 n = normalize(normalVS); vec3 v = normalize(-ecPos);