summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl78
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl64
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl76
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl64
4 files changed, 123 insertions, 159 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index b9c19981d2..bf4e6b8e61 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -94,75 +94,66 @@ void main()
vary_texcoord3 = vary_texcoord1 * 16.;
// Get relative position
- vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
- altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
+ altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
- if (P.y > 0.)
+ if (rel_pos.y > 0.)
{
- P *= (max_y / P.y);
+ rel_pos *= (max_y / rel_pos.y);
}
else
{
altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
- P *= (-32000. / P.y);
+ rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
- vec3 Pn = normalize(P);
- float Plen = length(P);
+ vec3 rel_pos_norm = normalize(rel_pos);
+ float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
- //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 sunlight = sunlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier;
-
- // Sunlight attenuation effect (hue and brightness) due to atmosphere
+ // Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
+ vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
+ vec4 blue_weight = blue_density / combined_haze;
+ vec4 haze_weight = haze_density / combined_haze;
- // Compute sunlight from P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
+ // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
+ float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
+ sunlight *= exp( - light_atten * off_axis);
// Distance
- temp2.z = Plen * dens_mul;
+ float density_dist = rel_pos_len * density_multiplier;
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // Transparency (-> combined_haze)
+ // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
+ combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
+ float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
+ // haze_glow is 0 at the sun and increases away from sun
+ haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
+ haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
+ haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
- temp2.x *= sun_moon_glow_factor;
+ haze_glow *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
- temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
+ haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
@@ -173,23 +164,22 @@ void main()
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
);
// CLOUDS
- temp2.y = max(0., lightnorm.y * 2.);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
+ off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
+ sunlight *= exp( - light_atten * off_axis);
// Cloud color out
- vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
+ vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// Attenuate cloud color by atmosphere
- temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
- vary_CloudColorSun *= temp1;
- vary_CloudColorAmbient *= temp1;
- vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
+ combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
+ vary_CloudColorSun *= combined_haze;
+ vary_CloudColorAmbient *= combined_haze;
+ vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index f779cf54ce..cd19fa460b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -70,77 +70,69 @@ void main()
gl_Position = pos;
// Get relative position
- vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
- if (P.y > 0.)
+ if (rel_pos.y > 0.)
{
- P *= (max_y / P.y);
+ rel_pos *= (max_y / rel_pos.y);
}
else
{
- P *= (-32000. / P.y);
+ rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
- vec3 Pn = normalize(P);
+ vec3 rel_pos_norm = normalize(rel_pos);
- float Plen = length(P);
+ float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier;
-
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
+ vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
+ vec4 blue_weight = blue_density / combined_haze;
+ vec4 haze_weight = haze_density / combined_haze;
- // Compute sunlight from P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
+ // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
+ float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
+ sunlight *= exp( - light_atten * off_axis);
// Distance
- temp2.z = Plen * dens_mul;
+ float density_dist = rel_pos_len * density_multiplier;
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // Transparency (-> combined_haze)
+ // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
+ combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
+ float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
+ // haze_glow is 0 at the sun and increases away from sun
+ haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
+ haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
+ haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
- temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
+ haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
+ + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)
);
// Final atmosphere additive
- color *= (1. - temp1);
+ color *= (1. - combined_haze);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
@@ -151,14 +143,14 @@ void main()
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
);
// Attenuate cloud color by atmosphere
- temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+ combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
- color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
+ color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
// Haze color above cloud
vary_HazeColor = color;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 7d736b8fcc..e4c36ee657 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -94,75 +94,66 @@ void main()
vary_texcoord3 = vary_texcoord1 * 16.;
// Get relative position
- vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
- altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
+ altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
- if (P.y > 0.)
+ if (rel_pos.y > 0.)
{
- P *= (max_y / P.y);
+ rel_pos *= (max_y / rel_pos.y);
}
else
{
- P *= (-32000. / P.y);
+ rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
- vec3 Pn = normalize(P);
- float Plen = length(P);
+ vec3 rel_pos_norm = normalize(rel_pos);
+ float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
- //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 sunlight = sunlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier;
-
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
+ vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
+ vec4 blue_weight = blue_density / combined_haze;
+ vec4 haze_weight = haze_density / combined_haze;
- // Compute sunlight from P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
+ // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
+ float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
+ sunlight *= exp( - light_atten * off_axis);
// Distance
- temp2.z = Plen * dens_mul;
+ float density_dist = rel_pos_len * density_multiplier;
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // Transparency (-> combined_haze)
+ // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
+ combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
+ float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
+ // haze_glow is 0 at the sun and increases away from sun
+ haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
+ haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
+ haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
- temp2.x *= sun_moon_glow_factor;
+ haze_glow *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
- temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
+ haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
@@ -173,23 +164,22 @@ void main()
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
);
// CLOUDS
- temp2.y = max(0., lightnorm.y * 2.);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
+ off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
+ sunlight *= exp( - light_atten * off_axis);
// Cloud color out
- vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
+ vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// Attenuate cloud color by atmosphere
- temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
- vary_CloudColorSun *= temp1;
- vary_CloudColorAmbient *= temp1;
- vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
+ combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
+ vary_CloudColorSun *= combined_haze;
+ vary_CloudColorAmbient *= combined_haze;
+ vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 1361f6a11d..1ee9c33c1a 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -66,77 +66,69 @@ void main()
gl_Position = pos;
// Get relative position
- vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
- if (P.y > 0.)
+ if (rel_pos.y > 0.)
{
- P *= (max_y / P.y);
+ rel_pos *= (max_y / rel_pos.y);
}
else
{
- P *= (-32000. / P.y);
+ rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
- vec3 Pn = normalize(P);
+ vec3 rel_pos_norm = normalize(rel_pos);
- float Plen = length(P);
+ float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier;
-
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
+ vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
+ vec4 blue_weight = blue_density / combined_haze;
+ vec4 haze_weight = haze_density / combined_haze;
- // Compute sunlight from P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
+ // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
+ float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
+ sunlight *= exp( - light_atten * off_axis);
// Distance
- temp2.z = Plen * dens_mul;
+ float density_dist = rel_pos_len * density_multiplier;
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // Transparency (-> combined_haze)
+ // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
+ combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
+ float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
+ // haze_glow is 0 at the sun and increases away from sun
+ haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
+ haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
+ haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
- temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
+ haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
+ + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)
);
// Final atmosphere additive
- color *= (1. - temp1);
+ color *= (1. - combined_haze);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
@@ -147,14 +139,14 @@ void main()
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
);
// Attenuate cloud color by atmosphere
- temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+ combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
- color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
+ color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
// Haze color above cloud
vary_HazeColor = color;