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- uniform vec4 u_initialColor;
- #if TEXTURE_UNITS > 0
- uniform sampler2D u_dayTextures[TEXTURE_UNITS];
- uniform vec4 u_dayTextureTranslationAndScale[TEXTURE_UNITS];
- uniform bool u_dayTextureUseWebMercatorT[TEXTURE_UNITS];
- #ifdef APPLY_ALPHA
- uniform float u_dayTextureAlpha[TEXTURE_UNITS];
- #endif
- #ifdef APPLY_DAY_NIGHT_ALPHA
- uniform float u_dayTextureNightAlpha[TEXTURE_UNITS];
- uniform float u_dayTextureDayAlpha[TEXTURE_UNITS];
- #endif
- #ifdef APPLY_SPLIT
- uniform float u_dayTextureSplit[TEXTURE_UNITS];
- #endif
- #ifdef APPLY_BRIGHTNESS
- uniform float u_dayTextureBrightness[TEXTURE_UNITS];
- #endif
- #ifdef APPLY_CONTRAST
- uniform float u_dayTextureContrast[TEXTURE_UNITS];
- #endif
- #ifdef APPLY_HUE
- uniform float u_dayTextureHue[TEXTURE_UNITS];
- #endif
- #ifdef APPLY_SATURATION
- uniform float u_dayTextureSaturation[TEXTURE_UNITS];
- #endif
- #ifdef APPLY_GAMMA
- uniform float u_dayTextureOneOverGamma[TEXTURE_UNITS];
- #endif
- #ifdef APPLY_IMAGERY_CUTOUT
- uniform vec4 u_dayTextureCutoutRectangles[TEXTURE_UNITS];
- #endif
- #ifdef APPLY_COLOR_TO_ALPHA
- uniform vec4 u_colorsToAlpha[TEXTURE_UNITS];
- #endif
- uniform vec4 u_dayTextureTexCoordsRectangle[TEXTURE_UNITS];
- #endif
- #ifdef SHOW_REFLECTIVE_OCEAN
- uniform sampler2D u_waterMask;
- uniform vec4 u_waterMaskTranslationAndScale;
- uniform float u_zoomedOutOceanSpecularIntensity;
- #endif
- #ifdef SHOW_OCEAN_WAVES
- uniform sampler2D u_oceanNormalMap;
- #endif
- #if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE)
- uniform vec2 u_lightingFadeDistance;
- #endif
- #ifdef TILE_LIMIT_RECTANGLE
- uniform vec4 u_cartographicLimitRectangle;
- #endif
- #ifdef GROUND_ATMOSPHERE
- uniform vec2 u_nightFadeDistance;
- #endif
- #ifdef ENABLE_CLIPPING_PLANES
- uniform highp sampler2D u_clippingPlanes;
- uniform mat4 u_clippingPlanesMatrix;
- uniform vec4 u_clippingPlanesEdgeStyle;
- #endif
- #if defined(GROUND_ATMOSPHERE) || defined(FOG) && defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
- uniform float u_minimumBrightness;
- #endif
- #ifdef COLOR_CORRECT
- uniform vec3 u_hsbShift; // Hue, saturation, brightness
- #endif
- #ifdef HIGHLIGHT_FILL_TILE
- uniform vec4 u_fillHighlightColor;
- #endif
- #ifdef TRANSLUCENT
- uniform vec4 u_frontFaceAlphaByDistance;
- uniform vec4 u_backFaceAlphaByDistance;
- uniform vec4 u_translucencyRectangle;
- #endif
- #ifdef UNDERGROUND_COLOR
- uniform vec4 u_undergroundColor;
- uniform vec4 u_undergroundColorAlphaByDistance;
- #endif
- #ifdef ENABLE_VERTEX_LIGHTING
- uniform float u_lambertDiffuseMultiplier;
- #endif
- varying vec3 v_positionMC;
- varying vec3 v_positionEC;
- varying vec3 v_textureCoordinates;
- varying vec3 v_normalMC;
- varying vec3 v_normalEC;
- #ifdef APPLY_MATERIAL
- varying float v_height;
- varying float v_slope;
- varying float v_aspect;
- #endif
- #if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
- varying float v_distance;
- #endif
- #if defined(GROUND_ATMOSPHERE) || defined(FOG)
- varying vec3 v_atmosphereRayleighColor;
- varying vec3 v_atmosphereMieColor;
- varying float v_atmosphereOpacity;
- #endif
- #if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
- float interpolateByDistance(vec4 nearFarScalar, float distance)
- {
- float startDistance = nearFarScalar.x;
- float startValue = nearFarScalar.y;
- float endDistance = nearFarScalar.z;
- float endValue = nearFarScalar.w;
- float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0);
- return mix(startValue, endValue, t);
- }
- #endif
- #if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT) || defined(APPLY_MATERIAL)
- vec4 alphaBlend(vec4 sourceColor, vec4 destinationColor)
- {
- return sourceColor * vec4(sourceColor.aaa, 1.0) + destinationColor * (1.0 - sourceColor.a);
- }
- #endif
- #ifdef TRANSLUCENT
- bool inTranslucencyRectangle()
- {
- return
- v_textureCoordinates.x > u_translucencyRectangle.x &&
- v_textureCoordinates.x < u_translucencyRectangle.z &&
- v_textureCoordinates.y > u_translucencyRectangle.y &&
- v_textureCoordinates.y < u_translucencyRectangle.w;
- }
- #endif
- vec4 sampleAndBlend(
- vec4 previousColor,
- sampler2D textureToSample,
- vec2 tileTextureCoordinates,
- vec4 textureCoordinateRectangle,
- vec4 textureCoordinateTranslationAndScale,
- float textureAlpha,
- float textureNightAlpha,
- float textureDayAlpha,
- float textureBrightness,
- float textureContrast,
- float textureHue,
- float textureSaturation,
- float textureOneOverGamma,
- float split,
- vec4 colorToAlpha,
- float nightBlend)
- {
- // This crazy step stuff sets the alpha to 0.0 if this following condition is true:
- // tileTextureCoordinates.s < textureCoordinateRectangle.s ||
- // tileTextureCoordinates.s > textureCoordinateRectangle.p ||
- // tileTextureCoordinates.t < textureCoordinateRectangle.t ||
- // tileTextureCoordinates.t > textureCoordinateRectangle.q
- // In other words, the alpha is zero if the fragment is outside the rectangle
- // covered by this texture. Would an actual 'if' yield better performance?
- vec2 alphaMultiplier = step(textureCoordinateRectangle.st, tileTextureCoordinates);
- textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;
- alphaMultiplier = step(vec2(0.0), textureCoordinateRectangle.pq - tileTextureCoordinates);
- textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;
- #if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING)
- textureAlpha *= mix(textureDayAlpha, textureNightAlpha, nightBlend);
- #endif
- vec2 translation = textureCoordinateTranslationAndScale.xy;
- vec2 scale = textureCoordinateTranslationAndScale.zw;
- vec2 textureCoordinates = tileTextureCoordinates * scale + translation;
- vec4 value = texture2D(textureToSample, textureCoordinates);
- vec3 color = value.rgb;
- float alpha = value.a;
- #ifdef APPLY_COLOR_TO_ALPHA
- vec3 colorDiff = abs(color.rgb - colorToAlpha.rgb);
- colorDiff.r = max(max(colorDiff.r, colorDiff.g), colorDiff.b);
- alpha = czm_branchFreeTernary(colorDiff.r < colorToAlpha.a, 0.0, alpha);
- #endif
- #if !defined(APPLY_GAMMA)
- vec4 tempColor = czm_gammaCorrect(vec4(color, alpha));
- color = tempColor.rgb;
- alpha = tempColor.a;
- #else
- color = pow(color, vec3(textureOneOverGamma));
- #endif
- #ifdef APPLY_SPLIT
- float splitPosition = czm_splitPosition;
- // Split to the left
- if (split < 0.0 && gl_FragCoord.x > splitPosition) {
- alpha = 0.0;
- }
- // Split to the right
- else if (split > 0.0 && gl_FragCoord.x < splitPosition) {
- alpha = 0.0;
- }
- #endif
- #ifdef APPLY_BRIGHTNESS
- color = mix(vec3(0.0), color, textureBrightness);
- #endif
- #ifdef APPLY_CONTRAST
- color = mix(vec3(0.5), color, textureContrast);
- #endif
- #ifdef APPLY_HUE
- color = czm_hue(color, textureHue);
- #endif
- #ifdef APPLY_SATURATION
- color = czm_saturation(color, textureSaturation);
- #endif
- float sourceAlpha = alpha * textureAlpha;
- float outAlpha = mix(previousColor.a, 1.0, sourceAlpha);
- outAlpha += sign(outAlpha) - 1.0;
- vec3 outColor = mix(previousColor.rgb * previousColor.a, color, sourceAlpha) / outAlpha;
- // When rendering imagery for a tile in multiple passes,
- // some GPU/WebGL implementation combinations will not blend fragments in
- // additional passes correctly if their computation includes an unmasked
- // divide-by-zero operation,
- // even if it's not in the output or if the output has alpha zero.
- //
- // For example, without sanitization for outAlpha,
- // this renders without artifacts:
- // if (outAlpha == 0.0) { outColor = vec3(0.0); }
- //
- // but using czm_branchFreeTernary will cause portions of the tile that are
- // alpha-zero in the additional pass to render as black instead of blending
- // with the previous pass:
- // outColor = czm_branchFreeTernary(outAlpha == 0.0, vec3(0.0), outColor);
- //
- // So instead, sanitize against divide-by-zero,
- // store this state on the sign of outAlpha, and correct on return.
- return vec4(outColor, max(outAlpha, 0.0));
- }
- vec3 colorCorrect(vec3 rgb) {
- #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
- return rgb;
- }
- vec4 computeDayColor(vec4 initialColor, vec3 textureCoordinates, float nightBlend);
- vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float specularMapValue, float fade);
- const float fExposure = 2.0;
- vec3 computeEllipsoidPosition()
- {
- float mpp = czm_metersPerPixel(vec4(0.0, 0.0, -czm_currentFrustum.x, 1.0), 1.0);
- vec2 xy = gl_FragCoord.xy / czm_viewport.zw * 2.0 - vec2(1.0);
- xy *= czm_viewport.zw * mpp * 0.5;
- vec3 direction = normalize(vec3(xy, -czm_currentFrustum.x));
- czm_ray ray = czm_ray(vec3(0.0), direction);
- vec3 ellipsoid_center = czm_view[3].xyz;
- czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii);
- vec3 ellipsoidPosition = czm_pointAlongRay(ray, intersection.start);
- return (czm_inverseView * vec4(ellipsoidPosition, 1.0)).xyz;
- }
- void main()
- {
- #ifdef TILE_LIMIT_RECTANGLE
- if (v_textureCoordinates.x < u_cartographicLimitRectangle.x || u_cartographicLimitRectangle.z < v_textureCoordinates.x ||
- v_textureCoordinates.y < u_cartographicLimitRectangle.y || u_cartographicLimitRectangle.w < v_textureCoordinates.y)
- {
- discard;
- }
- #endif
- #ifdef ENABLE_CLIPPING_PLANES
- float clipDistance = clip(gl_FragCoord, u_clippingPlanes, u_clippingPlanesMatrix);
- #endif
- #if defined(SHOW_REFLECTIVE_OCEAN) || defined(ENABLE_DAYNIGHT_SHADING) || defined(HDR)
- vec3 normalMC = czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)); // normalized surface normal in model coordinates
- vec3 normalEC = czm_normal3D * normalMC; // normalized surface normal in eye coordiantes
- #endif
- #if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING)
- float nightBlend = 1.0 - clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0, 0.0, 1.0);
- #else
- float nightBlend = 0.0;
- #endif
- // The clamp below works around an apparent bug in Chrome Canary v23.0.1241.0
- // where the fragment shader sees textures coordinates < 0.0 and > 1.0 for the
- // fragments on the edges of tiles even though the vertex shader is outputting
- // coordinates strictly in the 0-1 range.
- vec4 color = computeDayColor(u_initialColor, clamp(v_textureCoordinates, 0.0, 1.0), nightBlend);
- #ifdef SHOW_TILE_BOUNDARIES
- if (v_textureCoordinates.x < (1.0/256.0) || v_textureCoordinates.x > (255.0/256.0) ||
- v_textureCoordinates.y < (1.0/256.0) || v_textureCoordinates.y > (255.0/256.0))
- {
- color = vec4(1.0, 0.0, 0.0, 1.0);
- }
- #endif
- #if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE)
- float cameraDist;
- if (czm_sceneMode == czm_sceneMode2D)
- {
- cameraDist = max(czm_frustumPlanes.x - czm_frustumPlanes.y, czm_frustumPlanes.w - czm_frustumPlanes.z) * 0.5;
- }
- else if (czm_sceneMode == czm_sceneModeColumbusView)
- {
- cameraDist = -czm_view[3].z;
- }
- else
- {
- cameraDist = length(czm_view[3]);
- }
- float fadeOutDist = u_lightingFadeDistance.x;
- float fadeInDist = u_lightingFadeDistance.y;
- if (czm_sceneMode != czm_sceneMode3D) {
- vec3 radii = czm_ellipsoidRadii;
- float maxRadii = max(radii.x, max(radii.y, radii.z));
- fadeOutDist -= maxRadii;
- fadeInDist -= maxRadii;
- }
- float fade = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.0, 1.0);
- #else
- float fade = 0.0;
- #endif
- #ifdef SHOW_REFLECTIVE_OCEAN
- vec2 waterMaskTranslation = u_waterMaskTranslationAndScale.xy;
- vec2 waterMaskScale = u_waterMaskTranslationAndScale.zw;
- vec2 waterMaskTextureCoordinates = v_textureCoordinates.xy * waterMaskScale + waterMaskTranslation;
- waterMaskTextureCoordinates.y = 1.0 - waterMaskTextureCoordinates.y;
- float mask = texture2D(u_waterMask, waterMaskTextureCoordinates).r;
- if (mask > 0.0)
- {
- mat3 enuToEye = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalEC);
- vec2 ellipsoidTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC);
- vec2 ellipsoidFlippedTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC.zyx);
- vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, czm_morphTime * smoothstep(0.9, 0.95, normalMC.z));
- color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, color, mask, fade);
- }
- #endif
- #ifdef APPLY_MATERIAL
- czm_materialInput materialInput;
- materialInput.st = v_textureCoordinates.st;
- materialInput.normalEC = normalize(v_normalEC);
- materialInput.positionToEyeEC = -v_positionEC;
- materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalize(v_normalEC));
- materialInput.slope = v_slope;
- materialInput.height = v_height;
- materialInput.aspect = v_aspect;
- czm_material material = czm_getMaterial(materialInput);
- vec4 materialColor = vec4(material.diffuse, material.alpha);
- color = alphaBlend(materialColor, color);
- #endif
- #ifdef ENABLE_VERTEX_LIGHTING
- float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalize(v_normalEC)) * u_lambertDiffuseMultiplier + 0.3, 0.0, 1.0);
- vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);
- #elif defined(ENABLE_DAYNIGHT_SHADING)
- float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0 + 0.3, 0.0, 1.0);
- diffuseIntensity = mix(1.0, diffuseIntensity, fade);
- vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);
- #else
- vec4 finalColor = color;
- #endif
- #ifdef ENABLE_CLIPPING_PLANES
- vec4 clippingPlanesEdgeColor = vec4(1.0);
- clippingPlanesEdgeColor.rgb = u_clippingPlanesEdgeStyle.rgb;
- float clippingPlanesEdgeWidth = u_clippingPlanesEdgeStyle.a;
- if (clipDistance < clippingPlanesEdgeWidth)
- {
- finalColor = clippingPlanesEdgeColor;
- }
- #endif
- #ifdef HIGHLIGHT_FILL_TILE
- finalColor = vec4(mix(finalColor.rgb, u_fillHighlightColor.rgb, u_fillHighlightColor.a), finalColor.a);
- #endif
- #if defined(DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN)
- vec3 atmosphereLightDirection = czm_sunDirectionWC;
- #else
- vec3 atmosphereLightDirection = czm_lightDirectionWC;
- #endif
- #if defined(GROUND_ATMOSPHERE) || defined(FOG)
- if (!czm_backFacing())
- {
- bool dynamicLighting = false;
- #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_DAYNIGHT_SHADING) || defined(ENABLE_VERTEX_LIGHTING))
- dynamicLighting = true;
- #endif
- vec3 rayleighColor;
- vec3 mieColor;
- float opacity;
- vec3 positionWC;
- vec3 lightDirection;
- // When the camera is far away (camera distance > nightFadeOutDistance), the scattering is computed in the fragment shader.
- // Otherwise, the scattering is computed in the vertex shader.
- #ifdef PER_FRAGMENT_GROUND_ATMOSPHERE
- positionWC = computeEllipsoidPosition();
- lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(positionWC));
- computeAtmosphereScattering(
- positionWC,
- lightDirection,
- rayleighColor,
- mieColor,
- opacity
- );
- #else
- positionWC = v_positionMC;
- lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(positionWC));
- rayleighColor = v_atmosphereRayleighColor;
- mieColor = v_atmosphereMieColor;
- opacity = v_atmosphereOpacity;
- #endif
- rayleighColor = colorCorrect(rayleighColor);
- mieColor = colorCorrect(mieColor);
- vec4 groundAtmosphereColor = computeAtmosphereColor(positionWC, lightDirection, rayleighColor, mieColor, opacity);
- // Fog is applied to tiles selected for fog, close to the Earth.
- #ifdef FOG
- vec3 fogColor = groundAtmosphereColor.rgb;
-
- // If there is lighting, apply that to the fog.
- #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
- float darken = clamp(dot(normalize(czm_viewerPositionWC), atmosphereLightDirection), u_minimumBrightness, 1.0);
- fogColor *= darken;
- #endif
- #ifndef HDR
- fogColor.rgb = czm_acesTonemapping(fogColor.rgb);
- fogColor.rgb = czm_inverseGamma(fogColor.rgb);
- #endif
-
- const float modifier = 0.15;
- finalColor = vec4(czm_fog(v_distance, finalColor.rgb, fogColor.rgb, modifier), finalColor.a);
- #else
- // The transmittance is based on optical depth i.e. the length of segment of the ray inside the atmosphere.
- // This value is larger near the "circumference", as it is further away from the camera. We use it to
- // brighten up that area of the ground atmosphere.
- const float transmittanceModifier = 0.5;
- float transmittance = transmittanceModifier + clamp(1.0 - groundAtmosphereColor.a, 0.0, 1.0);
- vec3 finalAtmosphereColor = finalColor.rgb + groundAtmosphereColor.rgb * transmittance;
- #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
- float fadeInDist = u_nightFadeDistance.x;
- float fadeOutDist = u_nightFadeDistance.y;
-
- float sunlitAtmosphereIntensity = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.05, 1.0);
- float darken = clamp(dot(normalize(positionWC), atmosphereLightDirection), 0.0, 1.0);
- vec3 darkenendGroundAtmosphereColor = mix(groundAtmosphereColor.rgb, finalAtmosphereColor.rgb, darken);
- finalAtmosphereColor = mix(darkenendGroundAtmosphereColor, finalAtmosphereColor, sunlitAtmosphereIntensity);
- #endif
-
- #ifndef HDR
- finalAtmosphereColor.rgb = vec3(1.0) - exp(-fExposure * finalAtmosphereColor.rgb);
- #else
- finalAtmosphereColor.rgb = czm_saturation(finalAtmosphereColor.rgb, 1.6);
- #endif
-
- finalColor.rgb = mix(finalColor.rgb, finalAtmosphereColor.rgb, fade);
- #endif
- }
- #endif
- #ifdef UNDERGROUND_COLOR
- if (czm_backFacing())
- {
- float distanceFromEllipsoid = max(czm_eyeHeight, 0.0);
- float distance = max(v_distance - distanceFromEllipsoid, 0.0);
- float blendAmount = interpolateByDistance(u_undergroundColorAlphaByDistance, distance);
- vec4 undergroundColor = vec4(u_undergroundColor.rgb, u_undergroundColor.a * blendAmount);
- finalColor = alphaBlend(undergroundColor, finalColor);
- }
- #endif
- #ifdef TRANSLUCENT
- if (inTranslucencyRectangle())
- {
- vec4 alphaByDistance = gl_FrontFacing ? u_frontFaceAlphaByDistance : u_backFaceAlphaByDistance;
- finalColor.a *= interpolateByDistance(alphaByDistance, v_distance);
- }
- #endif
-
- gl_FragColor = finalColor;
- }
- #ifdef SHOW_REFLECTIVE_OCEAN
- float waveFade(float edge0, float edge1, float x)
- {
- float y = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
- return pow(1.0 - y, 5.0);
- }
- float linearFade(float edge0, float edge1, float x)
- {
- return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
- }
- // Based on water rendering by Jonas Wagner:
- // http://29a.ch/2012/7/19/webgl-terrain-rendering-water-fog
- // low altitude wave settings
- const float oceanFrequencyLowAltitude = 825000.0;
- const float oceanAnimationSpeedLowAltitude = 0.004;
- const float oceanOneOverAmplitudeLowAltitude = 1.0 / 2.0;
- const float oceanSpecularIntensity = 0.5;
- // high altitude wave settings
- const float oceanFrequencyHighAltitude = 125000.0;
- const float oceanAnimationSpeedHighAltitude = 0.008;
- const float oceanOneOverAmplitudeHighAltitude = 1.0 / 2.0;
- vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float maskValue, float fade)
- {
- vec3 positionToEyeEC = -positionEyeCoordinates;
- float positionToEyeECLength = length(positionToEyeEC);
- // The double normalize below works around a bug in Firefox on Android devices.
- vec3 normalizedPositionToEyeEC = normalize(normalize(positionToEyeEC));
- // Fade out the waves as the camera moves far from the surface.
- float waveIntensity = waveFade(70000.0, 1000000.0, positionToEyeECLength);
- #ifdef SHOW_OCEAN_WAVES
- // high altitude waves
- float time = czm_frameNumber * oceanAnimationSpeedHighAltitude;
- vec4 noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyHighAltitude, time, 0.0);
- vec3 normalTangentSpaceHighAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeHighAltitude);
- // low altitude waves
- time = czm_frameNumber * oceanAnimationSpeedLowAltitude;
- noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyLowAltitude, time, 0.0);
- vec3 normalTangentSpaceLowAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeLowAltitude);
- // blend the 2 wave layers based on distance to surface
- float highAltitudeFade = linearFade(0.0, 60000.0, positionToEyeECLength);
- float lowAltitudeFade = 1.0 - linearFade(20000.0, 60000.0, positionToEyeECLength);
- vec3 normalTangentSpace =
- (highAltitudeFade * normalTangentSpaceHighAltitude) +
- (lowAltitudeFade * normalTangentSpaceLowAltitude);
- normalTangentSpace = normalize(normalTangentSpace);
- // fade out the normal perturbation as we move farther from the water surface
- normalTangentSpace.xy *= waveIntensity;
- normalTangentSpace = normalize(normalTangentSpace);
- #else
- vec3 normalTangentSpace = vec3(0.0, 0.0, 1.0);
- #endif
- vec3 normalEC = enuToEye * normalTangentSpace;
- const vec3 waveHighlightColor = vec3(0.3, 0.45, 0.6);
- // Use diffuse light to highlight the waves
- float diffuseIntensity = czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * maskValue;
- vec3 diffuseHighlight = waveHighlightColor * diffuseIntensity * (1.0 - fade);
- #ifdef SHOW_OCEAN_WAVES
- // Where diffuse light is low or non-existent, use wave highlights based solely on
- // the wave bumpiness and no particular light direction.
- float tsPerturbationRatio = normalTangentSpace.z;
- vec3 nonDiffuseHighlight = mix(waveHighlightColor * 5.0 * (1.0 - tsPerturbationRatio), vec3(0.0), diffuseIntensity);
- #else
- vec3 nonDiffuseHighlight = vec3(0.0);
- #endif
- // Add specular highlights in 3D, and in all modes when zoomed in.
- float specularIntensity = czm_getSpecular(czm_lightDirectionEC, normalizedPositionToEyeEC, normalEC, 10.0);
- float surfaceReflectance = mix(0.0, mix(u_zoomedOutOceanSpecularIntensity, oceanSpecularIntensity, waveIntensity), maskValue);
- float specular = specularIntensity * surfaceReflectance;
- #ifdef HDR
- specular *= 1.4;
- float e = 0.2;
- float d = 3.3;
- float c = 1.7;
- vec3 color = imageryColor.rgb + (c * (vec3(e) + imageryColor.rgb * d) * (diffuseHighlight + nonDiffuseHighlight + specular));
- #else
- vec3 color = imageryColor.rgb + diffuseHighlight + nonDiffuseHighlight + specular;
- #endif
- return vec4(color, imageryColor.a);
- }
- #endif // #ifdef SHOW_REFLECTIVE_OCEAN
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