| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566 | //This file is automatically rebuilt by the Cesium build process.export default "varying vec3 v_outerPositionWC;\n\\n\uniform vec3 u_hsbShift;\n\\n\#ifndef PER_FRAGMENT_ATMOSPHERE\n\varying vec3 v_mieColor;\n\varying vec3 v_rayleighColor;\n\varying float v_opacity;\n\varying float v_translucent;\n\#endif\n\\n\void main (void)\n\{\n\    vec3 lightDirection = getLightDirection(v_outerPositionWC);\n\   \n\    vec3 mieColor;\n\    vec3 rayleighColor;\n\    float opacity;\n\    float translucent;\n\\n\    #ifdef PER_FRAGMENT_ATMOSPHERE\n\        computeAtmosphereScattering(\n\            v_outerPositionWC,\n\            lightDirection,\n\            rayleighColor,\n\            mieColor,\n\            opacity,\n\            translucent\n\        );\n\    #else\n\        mieColor = v_mieColor;\n\        rayleighColor = v_rayleighColor;\n\        opacity = v_opacity;\n\        translucent = v_translucent;\n\    #endif\n\\n\    vec4 color = computeAtmosphereColor(v_outerPositionWC, lightDirection, rayleighColor, mieColor, opacity);\n\\n\    #ifndef HDR\n\        color.rgb = czm_acesTonemapping(color.rgb);\n\        color.rgb = czm_inverseGamma(color.rgb);\n\    #endif\n\\n\    #ifdef COLOR_CORRECT\n\        // Convert rgb color to hsb\n\        vec3 hsb = czm_RGBToHSB(color.rgb);\n\        // Perform hsb shift\n\        hsb.x += u_hsbShift.x; // hue\n\        hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0); // saturation\n\        hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0; // brightness\n\        // Convert shifted hsb back to rgb\n\        color.rgb = czm_HSBToRGB(hsb);\n\    #endif\n\\n\    // For the parts of the sky atmosphere that are not behind a translucent globe,\n\    // we mix in the default opacity so that the sky atmosphere still appears at distance.\n\    // This is needed because the opacity in the sky atmosphere is initially adjusted based\n\    // on the camera height.\n\    if (translucent == 0.0) {\n\        color.a = mix(color.b, 1.0, color.a) * smoothstep(0.0, 1.0, czm_morphTime);\n\    }\n\\n\    gl_FragColor = color;\n\}\n\";
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