//This file is automatically rebuilt by the Cesium build process. export default "const float fInnerRadius = 6378137.0;\n\ const float fOuterRadius = 6378137.0 * 1.025;\n\ const float fOuterRadius2 = fOuterRadius * fOuterRadius;\n\ const float Kr = 0.0025;\n\ const float Km = 0.0015;\n\ const float ESun = 15.0;\n\ const float fKrESun = Kr * ESun;\n\ const float fKmESun = Km * ESun;\n\ const float fKr4PI = Kr * 4.0 * czm_pi;\n\ const float fKm4PI = Km * 4.0 * czm_pi;\n\ const float fScale = 1.0 / (fOuterRadius - fInnerRadius);\n\ const float fScaleDepth = 0.25;\n\ const float fScaleOverScaleDepth = fScale / fScaleDepth;\n\ struct AtmosphereColor\n\ {\n\ vec3 mie;\n\ vec3 rayleigh;\n\ };\n\ const int nSamples = 2;\n\ const float fSamples = 2.0;\n\ float scale(float fCos)\n\ {\n\ float x = 1.0 - fCos;\n\ return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));\n\ }\n\ AtmosphereColor computeGroundAtmosphereFromSpace(vec3 v3Pos, bool useSunLighting)\n\ {\n\ vec3 v3InvWavelength = vec3(1.0 / pow(0.650, 4.0), 1.0 / pow(0.570, 4.0), 1.0 / pow(0.475, 4.0));\n\ vec3 v3Ray = v3Pos - czm_viewerPositionWC;\n\ float fFar = length(v3Ray);\n\ v3Ray /= fFar;\n\ float fCameraHeight = length(czm_viewerPositionWC);\n\ float fCameraHeight2 = fCameraHeight * fCameraHeight;\n\ float B = 2.0 * length(czm_viewerPositionWC) * dot(normalize(czm_viewerPositionWC), v3Ray);\n\ float C = fCameraHeight2 - fOuterRadius2;\n\ float fDet = max(0.0, B*B - 4.0 * C);\n\ float fNear = 0.5 * (-B - sqrt(fDet));\n\ vec3 v3Start = czm_viewerPositionWC + v3Ray * fNear;\n\ fFar -= fNear;\n\ float fDepth = exp((fInnerRadius - fOuterRadius) / fScaleDepth);\n\ float fLightAngle = czm_branchFreeTernary(useSunLighting, dot(czm_sunDirectionWC, v3Pos) / length(v3Pos), 1.0);\n\ float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos);\n\ float fCameraScale = scale(fCameraAngle);\n\ float fLightScale = scale(fLightAngle);\n\ float fCameraOffset = fDepth*fCameraScale;\n\ float fTemp = (fLightScale + fCameraScale);\n\ float fSampleLength = fFar / fSamples;\n\ float fScaledLength = fSampleLength * fScale;\n\ vec3 v3SampleRay = v3Ray * fSampleLength;\n\ vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;\n\ vec3 v3FrontColor = vec3(0.0);\n\ vec3 v3Attenuate = vec3(0.0);\n\ for(int i=0; i