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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.
- */
-
- // 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));
- }
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