123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153 |
- uniform sampler2D colorTexture;
- uniform sampler2D dirtTexture;
- uniform sampler2D starTexture;
- uniform vec2 dirtTextureDimensions;
- uniform float distortion;
- uniform float ghostDispersal;
- uniform float haloWidth;
- uniform float dirtAmount;
- uniform float earthRadius;
- uniform float intensity;
- varying vec2 v_textureCoordinates;
- // whether it is in space or not
- // 6500000.0 is empirical value
- #define DISTANCE_TO_SPACE 6500000.0
- // return ndc from world coordinate biased earthRadius
- vec4 getNDCFromWC(vec3 WC, float earthRadius)
- {
- vec4 positionEC = czm_view * vec4(WC, 1.0);
- positionEC = vec4(positionEC.x + earthRadius, positionEC.y, positionEC.z, 1.0);
- vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);
- return czm_viewportOrthographic * vec4(positionWC.xy, -positionWC.z, 1.0);
- }
- // Check if current pixel is included Earth
- // if then mask it gradually
- float isInEarth(vec2 texcoord, vec2 sceneSize)
- {
- vec2 NDC = texcoord * 2.0 - 1.0;
- vec4 earthPosSC = getNDCFromWC(vec3(0.0), 0.0);
- vec4 earthPosSCEdge = getNDCFromWC(vec3(0.0), earthRadius * 1.5);
- NDC.xy -= earthPosSC.xy;
- float X = abs(NDC.x) * sceneSize.x;
- float Y = abs(NDC.y) * sceneSize.y;
- return clamp(0.0, 1.0, max(sqrt(X * X + Y * Y) / max(abs(earthPosSCEdge.x * sceneSize.x), 1.0) - 0.8 , 0.0));
- }
- // For Chromatic effect
- vec4 textureDistorted(sampler2D tex, vec2 texcoord, vec2 direction, vec3 distortion, bool isSpace)
- {
- vec2 sceneSize = czm_viewport.zw;
- vec3 color;
- if(isSpace)
- {
- color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture2D(tex, texcoord + direction * distortion.r).r;
- color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture2D(tex, texcoord + direction * distortion.g).g;
- color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture2D(tex, texcoord + direction * distortion.b).b;
- }
- else
- {
- color.r = texture2D(tex, texcoord + direction * distortion.r).r;
- color.g = texture2D(tex, texcoord + direction * distortion.g).g;
- color.b = texture2D(tex, texcoord + direction * distortion.b).b;
- }
- return vec4(clamp(color, 0.0, 1.0), 0.0);
- }
- void main(void)
- {
- vec4 originalColor = texture2D(colorTexture, v_textureCoordinates);
- vec3 rgb = originalColor.rgb;
- bool isSpace = length(czm_viewerPositionWC.xyz) > DISTANCE_TO_SPACE;
- // Sun position
- vec4 sunPos = czm_morphTime == 1.0 ? vec4(czm_sunPositionWC, 1.0) : vec4(czm_sunPositionColumbusView.zxy, 1.0);
- vec4 sunPositionEC = czm_view * sunPos;
- vec4 sunPositionWC = czm_eyeToWindowCoordinates(sunPositionEC);
- sunPos = czm_viewportOrthographic * vec4(sunPositionWC.xy, -sunPositionWC.z, 1.0);
- // If sun is not in the screen space, use original color.
- if(!isSpace || !((sunPos.x >= -1.1 && sunPos.x <= 1.1) && (sunPos.y >= -1.1 && sunPos.y <= 1.1)))
- {
- // Lens flare is disabled when not in space until #5932 is fixed.
- // https://github.com/AnalyticalGraphicsInc/cesium/issues/5932
- gl_FragColor = originalColor;
- return;
- }
- vec2 texcoord = vec2(1.0) - v_textureCoordinates;
- vec2 pixelSize = czm_pixelRatio / czm_viewport.zw;
- vec2 invPixelSize = 1.0 / pixelSize;
- vec3 distortionVec = pixelSize.x * vec3(-distortion, 0.0, distortion);
- // ghost vector to image centre:
- vec2 ghostVec = (vec2(0.5) - texcoord) * ghostDispersal;
- vec3 direction = normalize(vec3(ghostVec, 0.0));
- // sample ghosts:
- vec4 result = vec4(0.0);
- vec4 ghost = vec4(0.0);
- for (int i = 0; i < 4; ++i)
- {
- vec2 offset = fract(texcoord + ghostVec * float(i));
- // Only bright spots from the centre of the source image
- ghost += textureDistorted(colorTexture, offset, direction.xy, distortionVec, isSpace);
- }
- result += ghost;
- // sample halo
- vec2 haloVec = normalize(ghostVec) * haloWidth;
- float weightForHalo = length(vec2(0.5) - fract(texcoord + haloVec)) / length(vec2(0.5));
- weightForHalo = pow(1.0 - weightForHalo, 5.0);
- result += textureDistorted(colorTexture, texcoord + haloVec, direction.xy, distortionVec, isSpace) * weightForHalo * 1.5;
- // dirt on lens
- vec2 dirtTexCoords = (v_textureCoordinates * invPixelSize) / dirtTextureDimensions;
- if (dirtTexCoords.x > 1.0)
- {
- dirtTexCoords.x = mod(floor(dirtTexCoords.x), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.x) : fract(dirtTexCoords.x);
- }
- if (dirtTexCoords.y > 1.0)
- {
- dirtTexCoords.y = mod(floor(dirtTexCoords.y), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.y) : fract(dirtTexCoords.y);
- }
- result += dirtAmount * texture2D(dirtTexture, dirtTexCoords);
- // Rotating starburst texture's coordinate
- // dot(czm_view[0].xyz, vec3(0.0, 0.0, 1.0)) + dot(czm_view[1].xyz, vec3(0.0, 1.0, 0.0))
- float camrot = czm_view[0].z + czm_view[1].y;
- float cosValue = cos(camrot);
- float sinValue = sin(camrot);
- mat3 rotation = mat3(
- cosValue, -sinValue, 0.0,
- sinValue, cosValue, 0.0,
- 0.0, 0.0, 1.0
- );
- vec3 st1 = vec3(v_textureCoordinates * 2.0 - vec2(1.0), 1.0);
- vec3 st2 = vec3((rotation * st1).xy, 1.0);
- vec3 st3 = st2 * 0.5 + vec3(0.5);
- vec2 lensStarTexcoord = st3.xy;
- float weightForLensFlare = length(vec3(sunPos.xy, 0.0));
- float oneMinusWeightForLensFlare = max(1.0 - weightForLensFlare, 0.0);
- if (!isSpace)
- {
- result *= oneMinusWeightForLensFlare * intensity * 0.2;
- }
- else
- {
- result *= oneMinusWeightForLensFlare * intensity;
- result *= texture2D(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;
- }
- result += texture2D(colorTexture, v_textureCoordinates);
- gl_FragColor = result;
- }
|