/** * @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: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html 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) { // TODO: make arbitrary ellipsoid czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC(); vec3 direction = normalize(v_positionEC); czm_ray ray = czm_ray(vec3(0.0), direction); czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid); if (!czm_isEmpty(intersection)) { discard; } // Extra normalize added for Android float fCos = dot(czm_sunDirectionWC, normalize(v_toCamera)) / length(v_toCamera); float fRayleighPhase = 0.75 * (1.0 + fCos*fCos); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); const float fExposure = 2.0; vec3 rgb = fRayleighPhase * v_rayleighColor + fMiePhase * v_mieColor; rgb = vec3(1.0) - exp(-fExposure * rgb); float l = czm_luminance(rgb); gl_FragColor = vec4(rgb, min(smoothstep(0.0, 0.1, l), 1.0) * smoothstep(0.0, 1.0, czm_morphTime)); }