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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.
- */
- //This file is automatically rebuilt by the Cesium build process.
- /*global define*/
- define(function() {
- "use strict";
- return "/**\n\
- * @license\n\
- * Copyright (c) 2000-2005, Sean O'Neil (s_p_oneil@hotmail.com)\n\
- * All rights reserved.\n\
- * \n\
- * Redistribution and use in source and binary forms, with or without\n\
- * modification, are permitted provided that the following conditions\n\
- * are met:\n\
- * \n\
- * * Redistributions of source code must retain the above copyright notice,\n\
- * this list of conditions and the following disclaimer.\n\
- * * Redistributions in binary form must reproduce the above copyright notice,\n\
- * this list of conditions and the following disclaimer in the documentation\n\
- * and/or other materials provided with the distribution.\n\
- * * Neither the name of the project nor the names of its contributors may be\n\
- * used to endorse or promote products derived from this software without\n\
- * specific prior written permission.\n\
- * \n\
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n\
- * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n\
- * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n\
- * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE\n\
- * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n\
- * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n\
- * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n\
- * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n\
- * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n\
- * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\
- *\n\
- * Modifications made by Analytical Graphics, Inc.\n\
- */\n\
- \n\
- // Code: http://sponeil.net/\n\
- // GPU Gems 2 Article: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html\n\
- \n\
- attribute vec4 position;\n\
- \n\
- uniform float fCameraHeight;\n\
- uniform float fCameraHeight2;\n\
- uniform float fOuterRadius; // The outer (atmosphere) radius\n\
- uniform float fOuterRadius2; // fOuterRadius^2\n\
- uniform float fInnerRadius; // The inner (planetary) radius\n\
- uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)\n\
- uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)\n\
- uniform float fScaleOverScaleDepth; // fScale / fScaleDepth\n\
- \n\
- const float Kr = 0.0025;\n\
- const float fKr4PI = Kr * 4.0 * czm_pi;\n\
- const float Km = 0.0015;\n\
- const float fKm4PI = Km * 4.0 * czm_pi;\n\
- const float ESun = 15.0;\n\
- const float fKmESun = Km * ESun;\n\
- const float fKrESun = Kr * ESun;\n\
- const vec3 v3InvWavelength = vec3(\n\
- 5.60204474633241, // Red = 1.0 / Math.pow(0.650, 4.0)\n\
- 9.473284437923038, // Green = 1.0 / Math.pow(0.570, 4.0)\n\
- 19.643802610477206); // Blue = 1.0 / Math.pow(0.475, 4.0)\n\
- const float rayleighScaleDepth = 0.25;\n\
- \n\
- const int nSamples = 2;\n\
- const float fSamples = 2.0;\n\
- \n\
- varying vec3 v_rayleighColor;\n\
- varying vec3 v_mieColor;\n\
- varying vec3 v_toCamera;\n\
- varying vec3 v_positionEC;\n\
- \n\
- float scale(float fCos)\n\
- {\n\
- float x = 1.0 - fCos;\n\
- return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));\n\
- }\n\
- \n\
- void main(void)\n\
- {\n\
- // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)\n\
- vec3 v3Pos = position.xyz;\n\
- vec3 v3Ray = v3Pos - czm_viewerPositionWC;\n\
- float fFar = length(v3Ray);\n\
- v3Ray /= fFar;\n\
- \n\
- #ifdef SKY_FROM_SPACE\n\
- // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)\n\
- float B = 2.0 * dot(czm_viewerPositionWC, v3Ray);\n\
- float C = fCameraHeight2 - fOuterRadius2;\n\
- float fDet = max(0.0, B*B - 4.0 * C);\n\
- float fNear = 0.5 * (-B - sqrt(fDet));\n\
- \n\
- // Calculate the ray's starting position, then calculate its scattering offset\n\
- vec3 v3Start = czm_viewerPositionWC + v3Ray * fNear;\n\
- fFar -= fNear;\n\
- float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;\n\
- float fStartDepth = exp(-1.0 / fScaleDepth);\n\
- float fStartOffset = fStartDepth*scale(fStartAngle);\n\
- #else // SKY_FROM_ATMOSPHERE\n\
- // Calculate the ray's starting position, then calculate its scattering offset\n\
- vec3 v3Start = czm_viewerPositionWC;\n\
- float fHeight = length(v3Start);\n\
- float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight));\n\
- float fStartAngle = dot(v3Ray, v3Start) / fHeight;\n\
- float fStartOffset = fDepth*scale(fStartAngle);\n\
- #endif\n\
- \n\
- // Initialize the scattering loop variables\n\
- float fSampleLength = fFar / fSamples;\n\
- float fScaledLength = fSampleLength * fScale;\n\
- vec3 v3SampleRay = v3Ray * fSampleLength;\n\
- vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;\n\
- \n\
- // Now loop through the sample rays\n\
- vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);\n\
- for(int i=0; i<nSamples; i++)\n\
- {\n\
- float fHeight = length(v3SamplePoint);\n\
- float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));\n\
- vec3 lightPosition = normalize(czm_viewerPositionWC); // czm_sunDirectionWC\n\
- float fLightAngle = dot(lightPosition, v3SamplePoint) / fHeight;\n\
- float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;\n\
- float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle)));\n\
- vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));\n\
- v3FrontColor += v3Attenuate * (fDepth * fScaledLength);\n\
- v3SamplePoint += v3SampleRay;\n\
- }\n\
- \n\
- // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader\n\
- v_mieColor = v3FrontColor * fKmESun;\n\
- v_rayleighColor = v3FrontColor * (v3InvWavelength * fKrESun);\n\
- v_toCamera = czm_viewerPositionWC - v3Pos;\n\
- v_positionEC = (czm_modelView * position).xyz;\n\
- gl_Position = czm_modelViewProjection * position;\n\
- }\n\
- ";
- });
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