/** * @file WLSkyF.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 * $/LicenseInfo$ */ #ifndef gl_FragData out vec4 gl_FragData[3]; #endif ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// VARYING vec4 vary_HazeColor; uniform sampler2D cloud_noise_texture; uniform vec4 gamma; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light) { //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, gamma.xxx); return light; } void main() { // Potential Fill-rate optimization. Add cloud calculation // back in and output alpha of 0 (so that alpha culling kills // the fragment) if the sky wouldn't show up because the clouds // are fully opaque. vec4 color; color = vary_HazeColor; color *= 2.; /// Gamma correct for WL (soft clip effect). gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0); gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); gl_FragData[2] = vec4(0,0,1,0); }