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/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
 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 
26#ifdef DEFINE_GL_FRAGCOLOR
27out vec4 gl_FragData[3];
28#endif
29
30/////////////////////////////////////////////////////////////////////////
31// The fragment shader for the sky
32/////////////////////////////////////////////////////////////////////////
33
34VARYING vec4 vary_HazeColor;
35
36uniform sampler2D cloud_noise_texture;
37uniform vec4 gamma;
38
39/// Soft clips the light with a gamma correction
40vec3 scaleSoftClip(vec3 light) {
41	//soft clip effect:
42	light = 1. - clamp(light, vec3(0.), vec3(1.));
43	light = 1. - pow(light, gamma.xxx);
44
45	return light;
46}
47
48void main()
49{
50	// Potential Fill-rate optimization.  Add cloud calculation 
51	// back in and output alpha of 0 (so that alpha culling kills 
52	// the fragment) if the sky wouldn't show up because the clouds 
53	// are fully opaque.
54
55	vec4 color;
56	color = vary_HazeColor;
57	color *= 2.;
58
59	/// Gamma correct for WL (soft clip effect).
60	gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0);
61	gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
62	gl_FragData[2] = vec4(0,0,1,0);
63}
64