uniform float scatter_constant;
uniform float sun_intensity;
uniform float sun_size;
+ uniform bool srgb_output;
varying vec3 eye_look_dir;
float thickness(float c, float r)
{
color = sun_intensity*scatter_strength*(exp(-scatter_factor*sun_scale)-exp(-scatter_factor*look_scale))/(1.0-sun_scale/look_scale);
if(dot(n_eye_look_dir, n_eye_sun_dir)>cos(sun_size))
color += exp(-scatter_factor*look_scale)*sun_intensity;
- gl_FragColor = vec4(srgb(color.r), srgb(color.g), srgb(color.b), 1.0);
+ if(srgb_output)
+ gl_FragColor = vec4(srgb(color.r), srgb(color.g), srgb(color.b), 1.0);
+ else
+ gl_FragColor = vec4(color, 1.0);
}
else
gl_FragColor = vec4(vec3(0.0), 1.0);