123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131 |
- /**
- * @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
-
- attribute vec4 position;
- uniform float fCameraHeight;
- uniform float fCameraHeight2;
- uniform float fOuterRadius; // The outer (atmosphere) radius
- uniform float fOuterRadius2; // fOuterRadius^2
- uniform float fInnerRadius; // The inner (planetary) radius
- uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
- uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
- uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
- const float Kr = 0.0025;
- const float fKr4PI = Kr * 4.0 * czm_pi;
- const float Km = 0.0015;
- const float fKm4PI = Km * 4.0 * czm_pi;
- const float ESun = 15.0;
- const float fKmESun = Km * ESun;
- const float fKrESun = Kr * ESun;
- const vec3 v3InvWavelength = 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;
- varying vec3 v_positionEC;
- float scale(float fCos)
- {
- float x = 1.0 - fCos;
- return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
- }
- void main(void)
- {
- // 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 v3Pos = position.xyz;
- vec3 v3Ray = v3Pos - czm_viewerPositionWC;
- float fFar = length(v3Ray);
- v3Ray /= fFar;
- #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, v3Ray);
- float C = fCameraHeight2 - fOuterRadius2;
- float fDet = max(0.0, B*B - 4.0 * C);
- float fNear = 0.5 * (-B - sqrt(fDet));
- // Calculate the ray's starting position, then calculate its scattering offset
- vec3 v3Start = czm_viewerPositionWC + v3Ray * fNear;
- fFar -= fNear;
- float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
- float fStartDepth = exp(-1.0 / fScaleDepth);
- float fStartOffset = fStartDepth*scale(fStartAngle);
- #else // SKY_FROM_ATMOSPHERE
- // Calculate the ray's starting position, then calculate its scattering offset
- vec3 v3Start = czm_viewerPositionWC;
- float fHeight = length(v3Start);
- float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight));
- float fStartAngle = dot(v3Ray, v3Start) / fHeight;
- float fStartOffset = fDepth*scale(fStartAngle);
- #endif
- // Initialize the scattering loop variables
- float fSampleLength = fFar / fSamples;
- float fScaledLength = fSampleLength * fScale;
- vec3 v3SampleRay = v3Ray * fSampleLength;
- vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
- // Now loop through the sample rays
- vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
- for(int i=0; i<nSamples; i++)
- {
- float fHeight = length(v3SamplePoint);
- float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
- vec3 lightPosition = normalize(czm_viewerPositionWC); // czm_sunDirectionWC
- float fLightAngle = dot(lightPosition, v3SamplePoint) / fHeight;
- float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
- float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle)));
- vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
- v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
- v3SamplePoint += v3SampleRay;
- }
- // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
- v_mieColor = v3FrontColor * fKmESun;
- v_rayleighColor = v3FrontColor * (v3InvWavelength * fKrESun);
- v_toCamera = czm_viewerPositionWC - v3Pos;
- v_positionEC = (czm_modelView * position).xyz;
- gl_Position = czm_modelViewProjection * position;
- }
|