Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

60 lines
1.6 KiB
GLSL

in vec3 v_outerPositionWC;
uniform vec3 u_hsbShift;
#ifndef PER_FRAGMENT_ATMOSPHERE
in vec3 v_mieColor;
in vec3 v_rayleighColor;
in float v_opacity;
in float v_translucent;
#endif
void main (void)
{
float lightEnum = u_radiiAndDynamicAtmosphereColor.z;
vec3 lightDirection = czm_getDynamicAtmosphereLightDirection(v_outerPositionWC, lightEnum);
vec3 mieColor;
vec3 rayleighColor;
float opacity;
float translucent;
#ifdef PER_FRAGMENT_ATMOSPHERE
computeAtmosphereScattering(
v_outerPositionWC,
lightDirection,
rayleighColor,
mieColor,
opacity,
translucent
);
#else
mieColor = v_mieColor;
rayleighColor = v_rayleighColor;
opacity = v_opacity;
translucent = v_translucent;
#endif
vec4 color = computeAtmosphereColor(v_outerPositionWC, lightDirection, rayleighColor, mieColor, opacity);
#ifndef HDR
color.rgb = czm_acesTonemapping(color.rgb);
color.rgb = czm_inverseGamma(color.rgb);
#endif
#ifdef COLOR_CORRECT
const bool ignoreBlackPixels = true;
color.rgb = czm_applyHSBShift(color.rgb, u_hsbShift, ignoreBlackPixels);
#endif
// For the parts of the sky atmosphere that are not behind a translucent globe,
// we mix in the default opacity so that the sky atmosphere still appears at distance.
// This is needed because the opacity in the sky atmosphere is initially adjusted based
// on the camera height.
if (translucent == 0.0) {
color.a = mix(color.b, 1.0, color.a) * smoothstep(0.0, 1.0, czm_morphTime);
}
out_FragColor = color;
}