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/CesiumGS/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; }