pxmlw6n2f/Gazebo_Distributed_TCP/media/skyx/SkyX_Ground.fragment

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2019-03-28 10:57:49 +08:00
/*
--------------------------------------------------------------------------------
This source file is part of SkyX.
Visit http://www.paradise-studios.net/products/skyx/
Copyright (C) 2009-2012 Xavier Vergu<67>n Gonz<6E>lez <xavyiy@gmail.com>
This program 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; either version 2 of the License, or (at your option) any later
version.
This program 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 program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
--------------------------------------------------------------------------------
*/
// --------------------- SkyX ground material ------------------------
// ------------------------ GLSL Fragment ----------------------------
// IN
varying vec3 vRayleighColor;
varying vec3 vDirection;
// OUT
// UNIFORM
uniform vec3 uLightDir;
uniform float uExposure;
void main(void)
{
float cos = dot(uLightDir, vDirection) / length(vDirection);
float cos2 = cos*cos;
float rayleighPhase = 0.75 * (1.0 + 0.5*cos2);
gl_FragColor = vec4(rayleighPhase*vRayleighColor,1.0);
//#ifdef LDR
gl_FragColor.xyz = 1.0 - exp(-uExposure * gl_FragColor.xyz);
//#endif // LDR
}