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authorGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-02-26 16:41:39 +0000
committerGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-02-26 16:41:39 +0000
commit31017934581437836e847d8fcb5a76489f3baf50 (patch)
tree44fbb0d87c2432630b9aacbfc14aa758a6a1b5ad /indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
parent6303ef5763393021d35c55a012cacfa7ee8c650e (diff)
Add distinct versions of sky, cloud, and transport shaders so they can be different with adv atmo shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/windlight/transportF.glsl')
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1 files changed, 53 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
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+++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
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+/**
+ * @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);
+}
+