/* -------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- */ #ifdef GL_ES precision highp int; precision highp float; #endif // --------------------- SkyX ground material ------------------------ // ------------------------ GLSL Fragment ---------------------------- #define USE_OGRE_FROM_FUTURE #include OGRE_UNIFORMS( uniform vec3 uLightDir; uniform float uExposure; ) MAIN_PARAMETERS IN(vec3 vRayleighColor, TEXCOORD0) IN(vec3 vDirection, TEXCOORD1) MAIN_DECLARATION { float cos = dot(uLightDir, vDirection) / length(vDirection); float cos2 = cos * cos; float rayleighPhase = 0.75 * (1.0 + 0.5 * cos2); gl_FragColor = vec4(vec3_splat(rayleighPhase) * vRayleighColor, 1.0); #ifdef LDR gl_FragColor.xyz = vec3_splat(1.0) - exp(vec3_splat(-uExposure) * gl_FragColor.xyz); #endif // LDR }