/** 
 * @file transportF.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 atmosTransport(vec3 light) {
	light *= getAtmosAttenuation().r;
	light += getAdditiveColor() * 2.0;
	return light;
}

vec3 fullbrightAtmosTransport(vec3 light) {
	float brightness = dot(light.rgb, vec3(0.33333));

	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
}

vec3 fullbrightShinyAtmosTransport(vec3 light) {
	float brightness = dot(light.rgb, vec3(0.33333));

	return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
}