/** * @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 #ifdef COLOR_CORRECT uniform vec3 u_hsbShift; // Hue, saturation, brightness #endif uniform vec4 u_cameraAndRadiiAndDynamicAtmosphereColor; // Camera height, outer radius, inner radius, dynamic atmosphere color flag const float g = -0.95; const float g2 = g * g; varying vec3 v_rayleighColor; varying vec3 v_mieColor; varying vec3 v_toCamera; varying vec3 v_positionEC; void main (void) { float lightEnum = u_cameraAndRadiiAndDynamicAtmosphereColor.w; vec3 lightDirection = czm_viewerPositionWC * float(lightEnum == 0.0) + czm_lightDirectionWC * float(lightEnum == 1.0) + czm_sunDirectionWC * float(lightEnum == 2.0); lightDirection = normalize(lightDirection); // Extra normalize added for Android float cosAngle = dot(lightDirection, normalize(v_toCamera)) / length(v_toCamera); float rayleighPhase = 0.75 * (1.0 + cosAngle * cosAngle); float miePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + cosAngle * cosAngle) / pow(1.0 + g2 - 2.0 * g * cosAngle, 1.5); vec3 rgb = rayleighPhase * v_rayleighColor + miePhase * v_mieColor; #ifndef HDR const float exposure = 2.0; rgb = vec3(1.0) - exp(-exposure * rgb); #endif #ifdef COLOR_CORRECT // Convert rgb color to hsb vec3 hsb = czm_RGBToHSB(rgb); // Perform hsb shift hsb.x += u_hsbShift.x; // hue hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0); // saturation hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0; // brightness // Convert shifted hsb back to rgb rgb = czm_HSBToRGB(hsb); #endif // Alter alpha based on how close the viewer is to the ground (1.0 = on ground, 0.0 = at edge of atmosphere) float atmosphereAlpha = clamp((u_cameraAndRadiiAndDynamicAtmosphereColor.y - u_cameraAndRadiiAndDynamicAtmosphereColor.x) / (u_cameraAndRadiiAndDynamicAtmosphereColor.y - u_cameraAndRadiiAndDynamicAtmosphereColor.z), 0.0, 1.0); // Alter alpha based on time of day (0.0 = night , 1.0 = day) float nightAlpha = (lightEnum != 0.0) ? clamp(dot(normalize(czm_viewerPositionWC), lightDirection), 0.0, 1.0) : 1.0; atmosphereAlpha *= pow(nightAlpha, 0.5); gl_FragColor = vec4(rgb, mix(rgb.b, 1.0, atmosphereAlpha) * smoothstep(0.0, 1.0, czm_morphTime)); }