summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
blob: 715d51f7209534abe704a5955d6a3efd19f9198b (plain)
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
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
/** 
 * @file class3\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;
    }
	return (light + additive) * atten * 2.0;
}

vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
    if (no_atmo == 1)
    {
		return light;
	}
	float brightness = dot(light.rgb, vec3(0.33333));
	return mix(atmosTransportFrag(light.rgb, additive,atten), light.rgb + additive.rgb, brightness * brightness);
}

vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
    if (no_atmo == 1)
    {
		return light;
	}
	float brightness = dot(light.rgb, vec3(0.33333));
	return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
}

vec3 atmosTransport(vec3 light)
{
     return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}

vec3 fullbrightAtmosTransport(vec3 light)
{
     return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}

vec3 fullbrightShinyAtmosTransport(vec3 light)
{
    return fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}