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float3 atmosphereColor = skyColor * (skyTexWeight * extinction) + scatter; |
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// Apply the atmosphere on top of the scene using premultiplied alpha blending. |
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return float4(ClampToFloat16Max(atmosphereColor), extinction); |
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float opacity = (skyTexWeight == 1.0) ? 1.0 : extinction; |
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return float4(ClampToFloat16Max(atmosphereColor), opacity); |
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} |
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ENDHLSL |
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