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- /**
- * @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.
- */
- // Code: http://sponeil.net/
- // GPU Gems 2 Article: https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter16.html
- attribute vec4 position;
- uniform vec4 u_cameraAndRadiiAndDynamicAtmosphereColor; // Camera height, outer radius, inner radius, dynamic atmosphere color flag
- const float Kr = 0.0025;
- const float Kr4PI = Kr * 4.0 * czm_pi;
- const float Km = 0.0015;
- const float Km4PI = Km * 4.0 * czm_pi;
- const float ESun = 15.0;
- const float KmESun = Km * ESun;
- const float KrESun = Kr * ESun;
- const vec3 InvWavelength = vec3(
- 5.60204474633241, // Red = 1.0 / Math.pow(0.650, 4.0)
- 9.473284437923038, // Green = 1.0 / Math.pow(0.570, 4.0)
- 19.643802610477206); // Blue = 1.0 / Math.pow(0.475, 4.0)
- const float rayleighScaleDepth = 0.25;
- const int nSamples = 2;
- const float fSamples = 2.0;
- varying vec3 v_rayleighColor;
- varying vec3 v_mieColor;
- varying vec3 v_toCamera;
- float scale(float cosAngle)
- {
- float x = 1.0 - cosAngle;
- return rayleighScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
- }
- void main(void)
- {
- // Unpack attributes
- float cameraHeight = u_cameraAndRadiiAndDynamicAtmosphereColor.x;
- float outerRadius = u_cameraAndRadiiAndDynamicAtmosphereColor.y;
- float innerRadius = u_cameraAndRadiiAndDynamicAtmosphereColor.z;
- // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
- vec3 positionV3 = position.xyz;
- vec3 ray = positionV3 - czm_viewerPositionWC;
- float far = length(ray);
- ray /= far;
- float atmosphereScale = 1.0 / (outerRadius - innerRadius);
- #ifdef SKY_FROM_SPACE
- // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
- float B = 2.0 * dot(czm_viewerPositionWC, ray);
- float C = cameraHeight * cameraHeight - outerRadius * outerRadius;
- float det = max(0.0, B*B - 4.0 * C);
- float near = 0.5 * (-B - sqrt(det));
- // Calculate the ray's starting position, then calculate its scattering offset
- vec3 start = czm_viewerPositionWC + ray * near;
- far -= near;
- float startAngle = dot(ray, start) / outerRadius;
- float startDepth = exp(-1.0 / rayleighScaleDepth );
- float startOffset = startDepth*scale(startAngle);
- #else // SKY_FROM_ATMOSPHERE
- // Calculate the ray's starting position, then calculate its scattering offset
- vec3 start = czm_viewerPositionWC;
- float height = length(start);
- float depth = exp((atmosphereScale / rayleighScaleDepth ) * (innerRadius - cameraHeight));
- float startAngle = dot(ray, start) / height;
- float startOffset = depth*scale(startAngle);
- #endif
- // Initialize the scattering loop variables
- float sampleLength = far / fSamples;
- float scaledLength = sampleLength * atmosphereScale;
- vec3 sampleRay = ray * sampleLength;
- vec3 samplePoint = start + sampleRay * 0.5;
- // Now loop through the sample rays
- vec3 frontColor = vec3(0.0, 0.0, 0.0);
- vec3 lightDir = (u_cameraAndRadiiAndDynamicAtmosphereColor.w > 0.0) ? czm_sunPositionWC - czm_viewerPositionWC : czm_viewerPositionWC;
- lightDir = normalize(lightDir);
- for(int i=0; i<nSamples; i++)
- {
- float height = length(samplePoint);
- float depth = exp((atmosphereScale / rayleighScaleDepth ) * (innerRadius - height));
- float fLightAngle = dot(lightDir, samplePoint) / height;
- float fCameraAngle = dot(ray, samplePoint) / height;
- float fScatter = (startOffset + depth*(scale(fLightAngle) - scale(fCameraAngle)));
- vec3 attenuate = exp(-fScatter * (InvWavelength * Kr4PI + Km4PI));
- frontColor += attenuate * (depth * scaledLength);
- samplePoint += sampleRay;
- }
- // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
- v_mieColor = frontColor * KmESun;
- v_rayleighColor = frontColor * (InvWavelength * KrESun);
- v_toCamera = czm_viewerPositionWC - positionV3;
- gl_Position = czm_modelViewProjection * position;
- }
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