DSDSServer2024/build/build.20240805/static/js/Cesium-1.53/Source/Shaders/SkyAtmosphereFS.glsl

84 lines
3.7 KiB
GLSL

/**
* @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
#ifdef COLOR_CORRECT
uniform vec3 u_hsbShift; // Hue, saturation, brightness
#endif
uniform vec4 u_cameraAndRadiiAndDynamicAtmosphereColor; // Camera height, outer radius, inner radius, dynamic atmosphere color flag
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)
{
// Extra normalize added for Android
float cosAngle = dot(czm_sunDirectionWC, normalize(v_toCamera)) / length(v_toCamera);
float rayleighPhase = 0.75 * (1.0 + cosAngle * cosAngle);
float miePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + cosAngle * cosAngle) / pow(1.0 + g2 - 2.0 * g * cosAngle, 1.5);
vec3 rgb = rayleighPhase * v_rayleighColor + miePhase * v_mieColor;
#ifndef HDR
const float exposure = 1.1;
rgb = vec3(1.0) - exp(-exposure * rgb);
#endif
#ifdef COLOR_CORRECT
// Convert rgb color to hsb
vec3 hsb = czm_RGBToHSB(rgb);
// Perform hsb shift
hsb.x += u_hsbShift.x; // hue
hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0); // saturation
hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0; // brightness
// Convert shifted hsb back to rgb
rgb = czm_HSBToRGB(hsb);
#endif
// Alter alpha based on how close the viewer is to the ground (1.0 = on ground, 0.0 = at edge of atmosphere)
float atmosphereAlpha = clamp((u_cameraAndRadiiAndDynamicAtmosphereColor.y - u_cameraAndRadiiAndDynamicAtmosphereColor.x) / (u_cameraAndRadiiAndDynamicAtmosphereColor.y - u_cameraAndRadiiAndDynamicAtmosphereColor.z), 0.0, 1.0);
// Alter alpha based on time of day (0.0 = night , 1.0 = day)
float nightAlpha = (u_cameraAndRadiiAndDynamicAtmosphereColor.w > 0.0) ? clamp(dot(normalize(czm_viewerPositionWC), normalize(czm_sunPositionWC)), 0.0, 1.0) : 1.0;
atmosphereAlpha *= pow(nightAlpha, 0.5);
gl_FragColor = vec4(rgb, mix(rgb.b, 1.0, atmosphereAlpha) * smoothstep(0.0, 1.0, czm_morphTime));
}