From 4567c31a2639b88ddec8405ffdce765530e79d84 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Wed, 8 May 2013 09:55:46 -0700 Subject: [PATCH] Added licensing information from the GPU Gems site, fixed spacing. --- .../resources/shaders/SkyFromAtmosphere.frag | 24 ++++++++++++++++ .../resources/shaders/SkyFromAtmosphere.vert | 28 +++++++++++++++++-- 2 files changed, 50 insertions(+), 2 deletions(-) diff --git a/interface/resources/shaders/SkyFromAtmosphere.frag b/interface/resources/shaders/SkyFromAtmosphere.frag index 3b9ccee8a5..fb41786544 100644 --- a/interface/resources/shaders/SkyFromAtmosphere.frag +++ b/interface/resources/shaders/SkyFromAtmosphere.frag @@ -1,3 +1,27 @@ +// +// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html: +// +// NVIDIA Statement on the Software +// +// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are +// detailed. +// +// No Warranty +// +// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL +// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +// +// Limitation of Liability +// +// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR +// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT +// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE +// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY +// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH +// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS. +// + // // Atmospheric scattering fragment shader // diff --git a/interface/resources/shaders/SkyFromAtmosphere.vert b/interface/resources/shaders/SkyFromAtmosphere.vert index 19261ca046..2587d262a2 100644 --- a/interface/resources/shaders/SkyFromAtmosphere.vert +++ b/interface/resources/shaders/SkyFromAtmosphere.vert @@ -1,3 +1,27 @@ +// +// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html: +// +// NVIDIA Statement on the Software +// +// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are +// detailed. +// +// No Warranty +// +// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL +// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +// +// Limitation of Liability +// +// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR +// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT +// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE +// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY +// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH +// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS. +// + // // Atmospheric scattering vertex shader // @@ -45,7 +69,7 @@ void main(void) float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; - float fStartOffset = fDepth*scale(fStartAngle); + float fStartOffset = fDepth * scale(fStartAngle); // Initialize the scattering loop variables //gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0); @@ -62,7 +86,7 @@ void main(void) float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight; float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; - float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle))); + float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle))); vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay;