/** * @file atmosphericsF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ ////////////////////////////////////////////////////////// // The fragment shader for the terrain atmospherics ////////////////////////////////////////////////////////// vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); uniform sampler2D cloudMap; uniform vec4 cloud_pos_density1; vec3 atmosLighting(vec3 light) { light *= getAtmosAttenuation().r; light += getAdditiveColor(); return (2.0 * light); }