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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 int no_atmo;
+
+vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ return (light + additive) * atten * 2.0;
+}
+
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive,atten), light.rgb + additive.rgb, brightness * brightness);
+}
+
+vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
+}
+
+vec3 atmosTransport(vec3 light) {
+ return (no_atmo == 1) ? light : atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
+}
+
+vec3 fullbrightAtmosTransport(vec3 light) {
+ return (no_atmo == 1) ? light : fullbrightAtmosTransportFrag(light, GetAdditiveColor(), getAtmosAttenuation());
+}
+
+vec3 fullbrightShinyAtmosTransport(vec3 light) {
+ return (no_atmo == 1) ? light : fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
+}