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/**
* @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;
}
// fullbright responds minimally to atmos scatter effects
light *= min(15.0 * atten.r, 1.0);
light += (0.1 * additive);
return light * 2.0;
}
vec3 atmosTransport(vec3 light)
{
return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
float brightness = dot(light.rgb, vec3(0.33333));
return vec3(1,0,1);
//return atmosTransportFrag(light * 0.5, additive * (brightness * 0.5 + 0.5), atten);
}
vec3 fullbrightAtmosTransport(vec3 light)
{
return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightShinyAtmosTransport(vec3 light)
{
float brightness = dot(light.rgb, vec3(0.33333));
return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * brightness), getAtmosAttenuation());
}
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