/** * @file transportF.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 * $/LicenseInfo$ */ ////////////////////////////////////////////////////////// // The fragment shader for the terrain atmospherics ////////////////////////////////////////////////////////// vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); uniform int no_atmo; vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) { if (no_atmo == 0) { light *= atten.r; light += additive * 2.0; } return light; } vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) { if (no_atmo == 1) { return light; } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosFragTransport(light.rgb, atten, additive), light.rgb + additive.rgb, brightness * brightness); } vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) { if (no_atmo == 1) { return light; } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosFragTransport(light.rgb, atten, additive), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } vec3 atmosTransport(vec3 light) { return (no_atmo == 1) ? light : atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor()); } vec3 fullbrightAtmosTransport(vec3 light) { return (no_atmo == 1) ? light : fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); } vec3 fullbrightShinyAtmosTransport(vec3 light) { return (no_atmo == 1) ? light : fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); }