36 lines
948 B
GLSL
36 lines
948 B
GLSL
/**
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* @file transportF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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//////////////////////////////////////////////////////////
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// The fragment shader for the terrain atmospherics
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//////////////////////////////////////////////////////////
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vec3 getAdditiveColor();
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vec3 getAtmosAttenuation();
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uniform sampler2D cloudMap;
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uniform vec4 cloud_pos_density1;
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vec3 atmosTransport(vec3 light) {
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light *= getAtmosAttenuation().r;
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light += getAdditiveColor() * 2.0;
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return light;
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}
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vec3 fullbrightAtmosTransport(vec3 light) {
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float brightness = dot(light.rgb, vec3(0.33333));
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return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
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}
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vec3 fullbrightShinyAtmosTransport(vec3 light) {
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float brightness = dot(light.rgb, vec3(0.33333));
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return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
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}
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