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/**
* @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();
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
light *= atten.r;
light += additive * 2.0;
return light;
}
vec3 atmosTransport(vec3 light)
{
return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten)
{
// same as non-linear version, probably fine
float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
}
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
}
vec3 fullbrightAtmosTransport(vec3 light)
{
return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
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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