/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 53 lines · 17 code · 9 blank · 27 comment · 0 complexity · 6fb4464f41580d5c52e9f19aea7f2942 MD5 · raw file
- /**
- * @file transportF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
- //////////////////////////////////////////////////////////
- // The fragment shader for the terrain atmospherics
- //////////////////////////////////////////////////////////
- vec3 getAdditiveColor();
- vec3 getAtmosAttenuation();
- uniform sampler2D cloudMap;
- uniform vec4 cloud_pos_density1;
- vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
- }
- vec3 fullbrightAtmosTransport(vec3 light) {
- float brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
- }
- vec3 fullbrightShinyAtmosTransport(vec3 light) {
- float brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
- }