1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
|
/**
* @file class2\wl\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;
}
light *= atten.r;
light += additive;
return light * 2.0;
}
vec3 atmosTransport(vec3 light)
{
return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightAtmosTransport(vec3 light)
{
return atmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightShinyAtmosTransport(vec3 light)
{
return atmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation());
}
|