/** * @file class2/windlight/skyF.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 * $/LicenseInfo$ */ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// VARYING vec3 vary_HazeColor; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 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. vec3 color; color = vary_HazeColor; color.rgb *= 2.; /// Gamma correct for WL (soft clip effect). frag_color.rgb = scaleSoftClip(color.rgb); frag_color.a = 1.0; }