/** * @file class2\wl\atmosphericsF.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 * $/LicenseInfo$ */ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); vec3 scaleSoftClipFrag(vec3 light); vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); uniform int sun_up_factor; vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { light *= atten.r; additive = srgb_to_linear(additive*2.0); // magic 1.25 here is to match the default RenderSkyHDRScale -- this parameter needs to be plumbed into sky settings or something // so it's available to all shaders that call atmosFragLighting instead of just softenLightF.glsl additive *= sun_up_factor*1.25 + 1.0; light += additive; return light; } vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten) { return atmosFragLighting(light, additive, atten); } vec3 atmosLighting(vec3 light) { return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); }