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/**
* @file transportF.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 atmosTransport(vec3 light) {
light *= getAtmosAttenuation().r;
light += getAdditiveColor() * 2.0;
return light;
}
vec3 fullbrightAtmosTransport(vec3 light) {
float brightness = dot(light.rgb, vec3(0.33333));
return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
}
vec3 fullbrightShinyAtmosTransport(vec3 light) {
float brightness = dot(light.rgb, vec3(0.33333));
return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
}
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