overte-HifiExperiments/interface/resources/shaders/SkyFromSpace.frag
Andrzej Kapolka 82f16e7f34 Include the "sky from space" shaders, too, and use them when the camera is
outside the atmosphere's outer radius.
2013-05-08 11:42:31 -07:00

48 lines
1.9 KiB
GLSL

//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
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// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
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//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
#version 120
uniform vec3 v3LightPos;
uniform float g;
uniform float g2;
varying vec3 v3Direction;
void main (void)
{
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
gl_FragColor = gl_Color + fMiePhase * gl_SecondaryColor;
gl_FragColor.a = 1.0; // gl_FragColor.b;
}