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/** 
 * @file WLSkyV.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
 * $/LicenseInfo$
 */

uniform mat4 modelview_projection_matrix;

ATTRIBUTE vec3 position;

// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////

// Output parameters
VARYING vec4 vary_HazeColor;

// Inputs
uniform vec3 camPosLocal;

uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;

uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;

uniform vec4 glow;
uniform float sun_moon_glow_factor;

uniform vec4 cloud_color;

// NOTE: Keep these in sync!
//       indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
//       indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
//       indra\newview\lllegacyatmospherics.cpp
void main()
{

	// World / view / projection
    vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);

	gl_Position = pos;
	
	// Get relative position
	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);

	// Set altitude
	if (P.y > 0.)
	{
		P *= (max_y / P.y);
	}
	else
	{
		P *= (-32000. / P.y);
	}

	// Can normalize then
	vec3 Pn = normalize(P);

	float Plen = length(P);

	// Initialize temp variables
	vec4 temp1 = vec4(0.);
	vec4 temp2 = vec4(0.);
	vec4 blue_weight;
	vec4 haze_weight;
	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
	vec4 light_atten;

    float dens_mul = density_multiplier;

	// Sunlight attenuation effect (hue and brightness) due to atmosphere
	// this is used later for sunlight modulation at various altitudes
	light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);

	// Calculate relative weights
	temp1 = abs(blue_density) + vec4(abs(haze_density));
	blue_weight = blue_density / temp1;
	haze_weight = haze_density / temp1;

	// Compute sunlight from P & lightnorm (for long rays like sky)
    temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
    temp2.y = 1. / temp2.y;
    sunlight *= exp( - light_atten * temp2.y);

	// Distance
	temp2.z = Plen * dens_mul;

	// Transparency (-> temp1)
    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
    // compiler gets confused.
    temp1 = exp(-temp1 * temp2.z);

	// Compute haze glow
	temp2.x = dot(Pn, lightnorm.xyz);
	temp2.x = 1. - temp2.x;
		// temp2.x is 0 at the sun and increases away from sun
	temp2.x = max(temp2.x, .001);	
		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
	temp2.x *= glow.x;
		// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
	temp2.x = pow(temp2.x, glow.z);
		// glow.z should be negative, so we're doing a sort of (1 / "angle") function

	// Add "minimum anti-solar illumination"
    // For sun, add to glow.  For moon, remove glow entirely. SL-13768
    temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);

    vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color)
                + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
             );


    // Final atmosphere additive
    color *= (1. - temp1);

	// Increase ambient when there are more clouds
	vec4 tmpAmbient = ambient_color;
	tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; 

	// Dim sunlight by cloud shadow percentage
	sunlight *= max(0.0, (1. - cloud_shadow));

	// Haze color below cloud
	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
			 );	

	// Attenuate cloud color by atmosphere
	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds

	// At horizon, blend high altitude sky color towards the darker color below the clouds
	color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));

    // Haze color above cloud
	vary_HazeColor = color;	
}