skyF.glsl
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上传日期:2021-03-01
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文件大小:1k
- /**
- * @file WLSkyF.glsl
- *
- * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- /////////////////////////////////////////////////////////////////////////
- // The fragment shader for the sky
- /////////////////////////////////////////////////////////////////////////
- varying vec4 vary_HazeColor;
- uniform sampler2D cloud_noise_texture;
- uniform vec4 gamma;
- /// Soft clips the light with a gamma correction
- vec3 scaleSoftClip(vec3 light) {
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
- return light;
- }
- void main()
- {
- // Potential Fill-rate optimization. Add cloud calculation
- // back in and output alpha of 0 (so that alpha culling kills
- // the fragment) if the sky wouldn't show up because the clouds
- // are fully opaque.
- vec4 color;
- color = vary_HazeColor;
- color *= 2.;
- /// Gamma correct for WL (soft clip effect).
- gl_FragColor.rgb = scaleSoftClip(color.rgb);
- gl_FragColor.a = 1.0;
- }