/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2012 Xavier Verguín González 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 }