/** * @license * Copyright (c) 2000-2005, Sean O'Neil (s_p_oneil@hotmail.com) * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * Neither the name of the project nor the names of its contributors may be * used to endorse or promote products derived from this software without * specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * Modifications made by Analytical Graphics, Inc. */ //This file is automatically rebuilt by the Cesium build process. export default "#ifdef COLOR_CORRECT\n\ uniform vec3 u_hsbShift;\n\ #endif\n\ uniform vec4 u_cameraAndRadiiAndDynamicAtmosphereColor;\n\ const float g = -0.95;\n\ const float g2 = g * g;\n\ varying vec3 v_rayleighColor;\n\ varying vec3 v_mieColor;\n\ varying vec3 v_toCamera;\n\ varying vec3 v_positionEC;\n\ void main (void)\n\ {\n\ float cosAngle = dot(czm_sunDirectionWC, normalize(v_toCamera)) / length(v_toCamera);\n\ float rayleighPhase = 0.75 * (1.0 + cosAngle * cosAngle);\n\ float miePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + cosAngle * cosAngle) / pow(1.0 + g2 - 2.0 * g * cosAngle, 1.5);\n\ vec3 rgb = rayleighPhase * v_rayleighColor + miePhase * v_mieColor;\n\ #ifndef HDR\n\ const float exposure = 2.0;\n\ rgb = vec3(1.0) - exp(-exposure * rgb);\n\ #endif\n\ #ifdef COLOR_CORRECT\n\ vec3 hsb = czm_RGBToHSB(rgb);\n\ hsb.x += u_hsbShift.x;\n\ hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0);\n\ hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0;\n\ rgb = czm_HSBToRGB(hsb);\n\ #endif\n\ float atmosphereAlpha = clamp((u_cameraAndRadiiAndDynamicAtmosphereColor.y - u_cameraAndRadiiAndDynamicAtmosphereColor.x) / (u_cameraAndRadiiAndDynamicAtmosphereColor.y - u_cameraAndRadiiAndDynamicAtmosphereColor.z), 0.0, 1.0);\n\ float nightAlpha = (u_cameraAndRadiiAndDynamicAtmosphereColor.w > 0.0) ? clamp(dot(normalize(czm_viewerPositionWC), normalize(czm_sunPositionWC)), 0.0, 1.0) : 1.0;\n\ atmosphereAlpha *= pow(nightAlpha, 0.5);\n\ gl_FragColor = vec4(rgb, mix(rgb.b, 1.0, atmosphereAlpha) * smoothstep(0.0, 1.0, czm_morphTime));\n\ }\n\ ";