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- 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);
- }
- vec3 getLightDirection(vec3 positionWC)
- {
- float lightEnum = u_radiiAndDynamicAtmosphereColor.z;
- vec3 lightDirection =
- positionWC * float(lightEnum == 0.0) +
- czm_lightDirectionWC * float(lightEnum == 1.0) +
- czm_sunDirectionWC * float(lightEnum == 2.0);
- return normalize(lightDirection);
- }
- void computeAtmosphereScattering(vec3 positionWC, vec3 lightDirection, out vec3 rayleighColor, out vec3 mieColor, out float opacity, out float underTranslucentGlobe)
- {
- float ellipsoidRadiiDifference = czm_ellipsoidRadii.x - czm_ellipsoidRadii.z;
- // Adjustment to the atmosphere radius applied based on the camera height.
- float distanceAdjustMin = czm_ellipsoidRadii.x / 4.0;
- float distanceAdjustMax = czm_ellipsoidRadii.x;
- float distanceAdjustModifier = ellipsoidRadiiDifference / 2.0;
- float distanceAdjust = distanceAdjustModifier * clamp((czm_eyeHeight - distanceAdjustMin) / (distanceAdjustMax - distanceAdjustMin), 0.0, 1.0);
- // Since atmosphere scattering assumes the atmosphere is a spherical shell, we compute an inner radius of the atmosphere best fit
- // for the position on the ellipsoid.
- float radiusAdjust = (ellipsoidRadiiDifference / 4.0) + distanceAdjust;
- float atmosphereInnerRadius = (length(czm_viewerPositionWC) - czm_eyeHeight) - radiusAdjust;
- // Setup the primary ray: from the camera position to the vertex position.
- vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;
- vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);
- czm_ray primaryRay = czm_ray(czm_viewerPositionWC, cameraToPositionWCDirection);
- underTranslucentGlobe = 0.0;
- // Brighten the sky atmosphere under the Earth's atmosphere when translucency is enabled.
- #if defined(GLOBE_TRANSLUCENT)
- // Check for intersection with the inner radius of the atmopshere.
- czm_raySegment primaryRayEarthIntersect = czm_raySphereIntersectionInterval(primaryRay, vec3(0.0), atmosphereInnerRadius + radiusAdjust);
- if (primaryRayEarthIntersect.start > 0.0 && primaryRayEarthIntersect.stop > 0.0) {
-
- // Compute position on globe.
- vec3 direction = normalize(positionWC);
- czm_ray ellipsoidRay = czm_ray(positionWC, -direction);
- czm_raySegment ellipsoidIntersection = czm_rayEllipsoidIntersectionInterval(ellipsoidRay, vec3(0.0), czm_ellipsoidInverseRadii);
- vec3 onEarth = positionWC - (direction * ellipsoidIntersection.start);
- // Control the color using the camera angle.
- float angle = dot(normalize(czm_viewerPositionWC), normalize(onEarth));
- // Control the opacity using the distance from Earth.
- opacity = interpolateByDistance(vec4(0.0, 1.0, czm_ellipsoidRadii.x, 0.0), length(czm_viewerPositionWC - onEarth));
- vec3 horizonColor = vec3(0.1, 0.2, 0.3);
- vec3 nearColor = vec3(0.0);
- rayleighColor = mix(nearColor, horizonColor, exp(-angle) * opacity);
-
- // Set the traslucent flag to avoid alpha adjustment in computeFinalColor funciton.
- underTranslucentGlobe = 1.0;
- return;
- }
- #endif
- computeScattering(
- primaryRay,
- length(cameraToPositionWC),
- lightDirection,
- atmosphereInnerRadius,
- rayleighColor,
- mieColor,
- opacity
- );
- // Alter the opacity based on how close the viewer is to the ground.
- // (0.0 = At edge of atmosphere, 1.0 = On ground)
- float cameraHeight = czm_eyeHeight + atmosphereInnerRadius;
- float atmosphereOuterRadius = atmosphereInnerRadius + ATMOSPHERE_THICKNESS;
- opacity = clamp((atmosphereOuterRadius - cameraHeight) / (atmosphereOuterRadius - atmosphereInnerRadius), 0.0, 1.0);
- // Alter alpha based on time of day (0.0 = night , 1.0 = day)
- float nightAlpha = (u_radiiAndDynamicAtmosphereColor.z != 0.0) ? clamp(dot(normalize(positionWC), lightDirection), 0.0, 1.0) : 1.0;
- opacity *= pow(nightAlpha, 0.5);
- }
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