PageRenderTime 67ms CodeModel.GetById 1ms RepoModel.GetById 0ms app.codeStats 0ms

/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 64 lines | 54 code | 10 blank | 0 comment | 0 complexity | 5bcab4bd9894d28849b3ccadecf550d0 MD5 | raw file
Possible License(s): LGPL-2.1
  1. /**
  2. * @file WLSkyF.glsl
  3. *
  4. * $LicenseInfo:firstyear=2005&license=viewerlgpl$
  5. * Second Life Viewer Source Code
  6. * Copyright (C) 2005, Linden Research, Inc.
  7. *
  8. * This library is free software; you can redistribute it and/or
  9. * modify it under the terms of the GNU Lesser General Public
  10. * License as published by the Free Software Foundation;
  11. * version 2.1 of the License only.
  12. *
  13. * This library is distributed in the hope that it will be useful,
  14. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  15. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  16. * Lesser General Public License for more details.
  17. *
  18. * You should have received a copy of the GNU Lesser General Public
  19. * License along with this library; if not, write to the Free Software
  20. * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
  21. *
  22. * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
  23. * $/LicenseInfo$
  24. */
  25. #ifdef DEFINE_GL_FRAGCOLOR
  26. out vec4 gl_FragData[3];
  27. #endif
  28. /////////////////////////////////////////////////////////////////////////
  29. // The fragment shader for the sky
  30. /////////////////////////////////////////////////////////////////////////
  31. VARYING vec4 vary_HazeColor;
  32. uniform sampler2D cloud_noise_texture;
  33. uniform vec4 gamma;
  34. /// Soft clips the light with a gamma correction
  35. vec3 scaleSoftClip(vec3 light) {
  36. //soft clip effect:
  37. light = 1. - clamp(light, vec3(0.), vec3(1.));
  38. light = 1. - pow(light, gamma.xxx);
  39. return light;
  40. }
  41. void main()
  42. {
  43. // Potential Fill-rate optimization. Add cloud calculation
  44. // back in and output alpha of 0 (so that alpha culling kills
  45. // the fragment) if the sky wouldn't show up because the clouds
  46. // are fully opaque.
  47. vec4 color;
  48. color = vary_HazeColor;
  49. color *= 2.;
  50. /// Gamma correct for WL (soft clip effect).
  51. gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0);
  52. gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
  53. gl_FragData[2] = vec4(0,0,1,0);
  54. }