| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107 |
- precision highp float;
-
- in vec2 v_textureCoordinates;
-
- uniform vec3 u_faceDirection; // Current cubemap face
- uniform vec3 u_positionWC;
- uniform mat4 u_enuToFixedFrame;
- uniform vec4 u_brightnessSaturationGammaIntensity;
- uniform vec4 u_groundColor; // alpha component represent albedo
-
- vec4 getCubeMapDirection(vec2 uv, vec3 faceDir) {
- vec2 scaledUV = uv * 2.0 - 1.0;
-
- if (faceDir.x != 0.0) {
- return vec4(faceDir.x, scaledUV.x * faceDir.x, -scaledUV.y, 0.0);
- } else if (faceDir.y != 0.0) {
- return vec4(scaledUV.x, -scaledUV.y * faceDir.y, faceDir.y, 0.0);
- } else {
- return vec4(scaledUV.x * faceDir.z, -faceDir.z, -scaledUV.y, 0.0);
- }
- }
-
- void main() {
- float height = length(u_positionWC);
- float atmosphereInnerRadius = u_radiiAndDynamicAtmosphereColor.y;
- float ellipsoidHeight = max(height - atmosphereInnerRadius, 0.0);
-
- // Scale the position to ensure the sky color is present, even when underground.
- vec3 positionWC = u_positionWC / height * (ellipsoidHeight + atmosphereInnerRadius);
-
- float atmosphereOuterRadius = u_radiiAndDynamicAtmosphereColor.x;
- float atmosphereHeight = atmosphereOuterRadius - atmosphereInnerRadius;
-
- vec3 direction = (u_enuToFixedFrame * getCubeMapDirection(v_textureCoordinates, u_faceDirection)).xyz;
- vec3 normalizedDirection = normalize(direction);
-
- czm_ray ray = czm_ray(positionWC, normalizedDirection);
- czm_raySegment intersection = czm_raySphereIntersectionInterval(ray, vec3(0.0), atmosphereInnerRadius);
- if (!czm_isEmpty(intersection)) {
- intersection = czm_rayEllipsoidIntersectionInterval(ray, vec3(0.0), czm_ellipsoidInverseRadii);
- }
-
- bool onEllipsoid = intersection.start >= 0.0;
- float rayLength = czm_branchFreeTernary(onEllipsoid, intersection.start, atmosphereOuterRadius);
-
- // Compute sky color for each position on a sphere at radius centered around the provided position's origin
- vec3 skyPositionWC = positionWC + normalizedDirection * rayLength;
-
- float lightEnum = u_radiiAndDynamicAtmosphereColor.z;
- vec3 lightDirectionWC = normalize(czm_getDynamicAtmosphereLightDirection(skyPositionWC, lightEnum));
- vec3 mieColor;
- vec3 rayleighColor;
- float opacity;
- czm_computeScattering(
- ray,
- rayLength,
- lightDirectionWC,
- atmosphereInnerRadius,
- rayleighColor,
- mieColor,
- opacity
- );
-
- vec4 atmopshereColor = czm_computeAtmosphereColor(ray, lightDirectionWC, rayleighColor, mieColor, opacity);
-
- #ifdef ATMOSPHERE_COLOR_CORRECT
- const bool ignoreBlackPixels = true;
- atmopshereColor.rgb = czm_applyHSBShift(atmopshereColor.rgb, czm_atmosphereHsbShift, ignoreBlackPixels);
- #endif
-
- vec3 lookupDirection = -normalizedDirection;
- // Flipping the X vector is a cheap way to get the inverse of czm_temeToPseudoFixed, since that's a rotation about Z.
- lookupDirection.x = -lookupDirection.x;
- lookupDirection = -normalize(czm_temeToPseudoFixed * lookupDirection);
- lookupDirection.x = -lookupDirection.x;
-
- // Values outside the atmopshere are rendered as black, when they should be treated as transparent
- float skyAlpha = clamp((1.0 - ellipsoidHeight / atmosphereHeight) * atmopshereColor.a, 0.0, 1.0);
- skyAlpha = czm_branchFreeTernary(length(atmopshereColor.rgb) <= czm_epsilon7, 0.0, skyAlpha); // Treat black as transparent
-
- // Blend starmap with atmopshere scattering
- float intensity = u_brightnessSaturationGammaIntensity.w;
- vec4 sceneSkyBoxColor = czm_textureCube(czm_environmentMap, lookupDirection);
- vec3 skyBackgroundColor = mix(czm_backgroundColor.rgb, sceneSkyBoxColor.rgb, sceneSkyBoxColor.a);
- vec4 combinedSkyColor = vec4(mix(skyBackgroundColor, atmopshereColor.rgb * intensity, skyAlpha), 1.0);
-
- // Compute ground color based on amount of reflected light, then blend it with ground atmosphere based on height
- vec3 up = normalize(positionWC);
- float occlusion = max(dot(lightDirectionWC, up), 0.05);
- vec4 groundColor = vec4(u_groundColor.rgb * u_groundColor.a * (vec3(intensity * occlusion) + atmopshereColor.rgb), 1.0);
- vec4 blendedGroundColor = mix(groundColor, atmopshereColor, clamp(ellipsoidHeight / atmosphereHeight, 0.0, 1.0));
-
- vec4 color = czm_branchFreeTernary(onEllipsoid, blendedGroundColor, combinedSkyColor);
-
- float brightness = u_brightnessSaturationGammaIntensity.x;
- float saturation = u_brightnessSaturationGammaIntensity.y;
- float gamma = u_brightnessSaturationGammaIntensity.z;
-
- #ifdef ENVIRONMENT_COLOR_CORRECT
- color.rgb = mix(vec3(0.0), color.rgb, brightness);
- color.rgb = czm_saturation(color.rgb, saturation);
- #endif
- color.rgb = pow(color.rgb, vec3(gamma)); // Normally this would be in the ifdef above, but there is a precision issue with the atmopshere scattering transmittance (alpha). Having this line is a workaround for that issue, even when gamma is 1.0.
- color.rgb = czm_gammaCorrect(color.rgb);
-
- out_FragColor = color;
- }
|