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+/**
+ * @file moonF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, 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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform vec4 color;
+uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform vec3 lumWeights;
+uniform float moon_brightness;
+uniform float minLuminance;
+uniform sampler2D diffuseMap;
+uniform sampler2D altDiffuseMap;
+uniform float blend_factor; // interp factor between moon A/B
+VARYING vec2 vary_texcoord0;
+
+vec3 srgb_to_linear(vec3 c);
+void main()
+{
+ vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
+ vec4 c = mix(moonA, moonB, blend_factor);
+
+ c.rgb = srgb_to_linear(c.rgb);
+
+ // mix factor which blends when sunlight is brighter
+ // and shows true moon color at night
+ vec3 luma_weights = vec3(0.3, 0.5, 0.3);
+
+ vec4 light_color = max(sunlight_color, moonlight_color);
+ float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights);
+
+ vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
+ c.rgb = pow(c.rgb, exp);
+
+ //c.rgb *= moonlight_color.rgb;
+
+ frag_data[0] = vec4(c.rgb, c.a);
+ frag_data[1] = vec4(0.0);
+ frag_data[2] = vec4(0.0f);
+
+ gl_FragDepth = 0.999985f;
+}
+