34935-vm/assets/cesium/packages/engine/Source/Shaders/Builtin/Functions/computeGroundAtmosphereScattering.glsl
Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

31 lines
1.2 KiB
GLSL

/**
* Compute atmosphere scattering for the ground atmosphere and fog. This method
* uses automatic uniforms so it is always synced with the scene settings.
*
* @name czm_computeGroundAtmosphereScattering
* @glslfunction
*
* @param {vec3} positionWC The position of the fragment in world coordinates.
* @param {vec3} lightDirection The direction of the light to calculate the scattering from.
* @param {vec3} rayleighColor The variable the Rayleigh scattering will be written to.
* @param {vec3} mieColor The variable the Mie scattering will be written to.
* @param {float} opacity The variable the transmittance will be written to.
*/
void czm_computeGroundAtmosphereScattering(vec3 positionWC, vec3 lightDirection, out vec3 rayleighColor, out vec3 mieColor, out float opacity) {
vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;
vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);
czm_ray primaryRay = czm_ray(czm_viewerPositionWC, cameraToPositionWCDirection);
float atmosphereInnerRadius = length(positionWC);
czm_computeScattering(
primaryRay,
length(cameraToPositionWC),
lightDirection,
atmosphereInnerRadius,
rayleighColor,
mieColor,
opacity
);
}