/** * @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 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { if (no_atmo == 1) { return light; } return (light + additive) * atten * 2.0; } vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { if (no_atmo == 1) { return light; } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosTransportFrag(light.rgb, additive,atten), light.rgb + additive.rgb, brightness * brightness); } vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { if (no_atmo == 1) { return light; } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } vec3 atmosTransport(vec3 light) { return (no_atmo == 1) ? light : atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); } vec3 fullbrightAtmosTransport(vec3 light) { return (no_atmo == 1) ? light : fullbrightAtmosTransportFrag(light, GetAdditiveColor(), getAtmosAttenuation()); } vec3 fullbrightShinyAtmosTransport(vec3 light) { return (no_atmo == 1) ? light : fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); }