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