/** 
 * @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);
}