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/** 
 * @file WLSkyF.glsl
 *
 * $LicenseInfo:firstyear=2005&license=viewerlgpl$
 * $/LicenseInfo$
 */
 


/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////

varying vec4 vary_HazeColor;

uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;

/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light) {
	//soft clip effect:
	light = 1. - clamp(light, vec3(0.), vec3(1.));
	light = 1. - pow(light, gamma.xxx);

	return 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.

	vec4 color;
	color = vary_HazeColor;
	color *= 2.;

	/// Gamma correct for WL (soft clip effect).
	gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0);
	gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
	gl_FragData[2] = vec4(0,0,1,0);
}