47 lines
1.7 KiB
Plaintext
47 lines
1.7 KiB
Plaintext
/*
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--------------------------------------------------------------------------------
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This source file is part of SkyX.
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Visit http://www.paradise-studios.net/products/skyx/
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Copyright (C) 2009-2012 Xavier Verguín González <xavyiy@gmail.com>
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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--------------------------------------------------------------------------------
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*/
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// --------------------- SkyX ground material ------------------------
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// ------------------------ GLSL Fragment ----------------------------
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// IN
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varying vec3 vRayleighColor;
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varying vec3 vDirection;
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// OUT
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// UNIFORM
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uniform vec3 uLightDir;
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uniform float uExposure;
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void main(void)
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{
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float cos = dot(uLightDir, vDirection) / length(vDirection);
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float cos2 = cos*cos;
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float rayleighPhase = 0.75 * (1.0 + 0.5*cos2);
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gl_FragColor = vec4(rayleighPhase*vRayleighColor,1.0);
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//#ifdef LDR
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gl_FragColor.xyz = 1.0 - exp(-uExposure * gl_FragColor.xyz);
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//#endif // LDR
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} |