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/** 
 * @file atmosphericsF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */

//////////////////////////////////////////////////////////
// The fragment shader for the terrain atmospherics
//////////////////////////////////////////////////////////

vec3 getAdditiveColor();
vec3 getAtmosAttenuation();

uniform sampler2D cloudMap;
uniform vec4 cloud_pos_density1;

vec3 atmosLighting(vec3 light)
{
	light *= getAtmosAttenuation().r;
	light += getAdditiveColor();
	return (2.0 * light);
}