1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 |
- /**
- * @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\
- ";
|