diff --git a/components/shader/shadervisitor.cpp b/components/shader/shadervisitor.cpp index b2a6d6f63..639a7ecca 100644 --- a/components/shader/shadervisitor.cpp +++ b/components/shader/shadervisitor.cpp @@ -25,7 +25,6 @@ namespace Shader : mShaderRequired(false) , mColorMode(0) , mMaterialOverridden(false) - , mAlphaFuncOverridden(false) , mBlendFuncOverridden(false) , mNormalHeight(false) , mTexStageRequiringTangents(-1) @@ -279,19 +278,6 @@ namespace Shader mRequirements.back().mColorMode = colorMode; } } - else if (it->first.first == osg::StateAttribute::ALPHAFUNC) - { - if (!mRequirements.back().mAlphaFuncOverridden || it->second.second & osg::StateAttribute::PROTECTED) - { - if (it->second.second & osg::StateAttribute::OVERRIDE) - mRequirements.back().mAlphaFuncOverridden = true; - - const osg::AlphaFunc* test = static_cast(it->second.first.get()); - if (test->getFunction() == osg::AlphaFunc::GREATER || test->getFunction() == osg::AlphaFunc::GEQUAL) - alphaTestShadows = true; - alphaSettingsChanged = true; - } - } else if (it->first.first == osg::StateAttribute::BLENDFUNC) { if (!mRequirements.back().mBlendFuncOverridden || it->second.second & osg::StateAttribute::PROTECTED) @@ -305,8 +291,9 @@ namespace Shader alphaSettingsChanged = true; } } + // Eventually, move alpha testing to discard in shader adn remove deprecated state here } - // we don't need to check for glEnable/glDisable of blending and testing as we always set it at the same time + // we don't need to check for glEnable/glDisable of blending as we always set it at the same time if (alphaSettingsChanged) { if (!writableStateSet) diff --git a/components/shader/shadervisitor.hpp b/components/shader/shadervisitor.hpp index 311f6213f..8e35f1d9c 100644 --- a/components/shader/shadervisitor.hpp +++ b/components/shader/shadervisitor.hpp @@ -75,7 +75,6 @@ namespace Shader int mColorMode; bool mMaterialOverridden; - bool mAlphaFuncOverridden; bool mBlendFuncOverridden; bool mNormalHeight; // true if normal map has height info in alpha channel diff --git a/files/shaders/shadowcasting_fragment.glsl b/files/shaders/shadowcasting_fragment.glsl index 47323cc6a..a5410d008 100644 --- a/files/shaders/shadowcasting_fragment.glsl +++ b/files/shaders/shadowcasting_fragment.glsl @@ -11,18 +11,12 @@ uniform bool alphaTestShadows; void main() { gl_FragData[0].rgb = vec3(1.0); - if (!alphaTestShadows) - { - gl_FragData[0].a = 1.0; - return; - } - if (useDiffuseMapForShadowAlpha) gl_FragData[0].a = texture2D(diffuseMap, diffuseMapUV).a * alphaPassthrough; else gl_FragData[0].a = alphaPassthrough; - // Prevent translucent things casting shadow (including the player using an invisibility effect) - if (gl_FragData[0].a <= 0.5) + // Prevent translucent things casting shadow (including the player using an invisibility effect). For now, rely on the deprecated FF test for non-blended stuff. + if (alphaTestShadows && gl_FragData[0].a <= 0.5) discard; } diff --git a/files/shaders/shadowcasting_vertex.glsl b/files/shaders/shadowcasting_vertex.glsl index e19b587e5..e36f21a4d 100644 --- a/files/shaders/shadowcasting_vertex.glsl +++ b/files/shaders/shadowcasting_vertex.glsl @@ -5,8 +5,8 @@ varying vec2 diffuseMapUV; varying float alphaPassthrough; uniform int colorMode; -uniform bool useDiffuseMapForShadowAlpha; -uniform bool alphaTestShadows; +uniform bool useDiffuseMapForShadowAlpha = true; +uniform bool alphaTestShadows = true; void main(void) { @@ -15,13 +15,11 @@ void main(void) vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex); gl_ClipVertex = viewPos; - if (alphaTestShadows && useDiffuseMapForShadowAlpha) + if (useDiffuseMapForShadowAlpha) diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; else diffuseMapUV = vec2(0.0); // Avoid undefined behaviour if running on hardware predating the concept of dynamically uniform expressions - if (!alphaTestShadows) - alphaPassthrough = 1.0; - else if (colorMode == 2) + if (colorMode == 2) alphaPassthrough = gl_Color.a; else // This is uniform, so if it's too low, we might be able to put the position/clip vertex outside the view frustum and skip the fragment shader and rasteriser