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- /*
- All material copyright ESRI, All Rights Reserved, unless otherwise specified.
- See https://js.arcgis.com/4.24/esri/copyright.txt for details.
- */
- import{a as e}from"./mat4.js";import{c as t}from"./mat4f64.js";import{TextureCoordinateAttribute as a,TextureCoordinateAttributeType as r}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{ReadLinearDepth as i}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{Gamma as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{Float2PassUniform as n}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float2Uniform as s}from"../views/3d/webgl-engine/core/shaderModules/Float2Uniform.js";import{Float3PassUniform as l}from"../views/3d/webgl-engine/core/shaderModules/Float3PassUniform.js";import{Float3Uniform as c}from"../views/3d/webgl-engine/core/shaderModules/Float3Uniform.js";import{Float4Uniform as h}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{FloatUniform as d}from"../views/3d/webgl-engine/core/shaderModules/FloatUniform.js";import{glsl as m}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{Matrix4PassUniform as p}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{ShaderBuilder as g}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DUniform as f}from"../views/3d/webgl-engine/core/shaderModules/Texture2DUniform.js";import{VertexAttribute as u}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function v(t){const v=new g;v.attributes.add(u.POSITION,"vec2"),v.include(a,{textureCoordinateType:r.Default}),v.varyings.add("worldRay","vec3"),v.varyings.add("eyeDir","vec3");const{vertex:x,fragment:D}=v;return x.uniforms.add([new p("inverseProjectionMatrix",((e,t)=>t.camera.inverseProjectionMatrix)),new p("inverseViewMatrix",((t,a)=>e(y,a.camera.viewMatrix)))]),x.code.add(m`void main(void) {
- vec3 posViewNear = (inverseProjectionMatrix * vec4(position, -1, 1)).xyz;
- eyeDir = posViewNear;
- worldRay = (inverseViewMatrix * vec4(posViewNear, 0)).xyz;
- forwardTextureCoordinates();
- gl_Position = vec4(position, 1, 1);
- }`),D.uniforms.add([new l("lightingMainDirection",((e,t)=>t.lighting.lightingMainDirection)),new s("radii"),new d("scaleHeight"),new c("cameraPosition"),new h("heightParameters"),new d("innerFadeDistance"),new d("altitudeFade"),new f("depthTex"),new c("betaRayleigh"),new c("betaCombined"),new d("betaMie"),new d("hazeStrength")]),v.include(o),t.haze&&(D.include(i),D.uniforms.add(new n("nearFar",((e,t)=>t.camera.nearFar)))),D.code.add(m`vec2 sphereIntersect(vec3 start, vec3 dir, float radius, bool planet) {
- float a = dot(dir, dir);
- float b = 2.0 * dot(dir, start);
- float c = planet ? heightParameters[1] - radius * radius : heightParameters[2];
- float d = (b * b) - 4.0 * a * c;
- if (d < 0.0) {
- return vec2(1e5, -1e5);
- }
- return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
- }`),D.code.add(m`float chapmanApproximation(float X, float h, float cosZenith) {
- float c = sqrt(X + h);
- float cExpH = c * exp(-h);
- if (cosZenith >= 0.0) {
- return cExpH / (c * cosZenith + 1.0);
- } else {
- float x0 = sqrt(1.0 - cosZenith * cosZenith) * (X + h);
- float c0 = sqrt(x0);
- return 2.0 * c0 * exp(X - x0) - cExpH / (1.0 - c * cosZenith);
- }
- }`),D.code.add(m`float getOpticalDepth(vec3 position, vec3 dir, float h) {
- return scaleHeight * chapmanApproximation(radii[0] / scaleHeight, h, dot(normalize(position), dir));
- }`),D.code.add(m`
- const int STEPS = 6;
- float getGlow(float dist, float radius, float intensity) {
- return pow(radius / max(dist, 1e-6), intensity);
- }
- vec3 getAtmosphereColour(vec3 cameraPos, vec3 rayDir, vec3 lightDir, float terrainDepth) {
- float reducedPlanetRadius = radii[0] - 20000.0;
- vec2 rayPlanetIntersect = sphereIntersect(cameraPos, rayDir, reducedPlanetRadius, true);
- vec2 rayAtmosphereIntersect = sphereIntersect(cameraPos, rayDir, radii[1], false);
- bool hitsAtmosphere = (rayAtmosphereIntersect.x <= rayAtmosphereIntersect.y) && rayAtmosphereIntersect.x > 0.0;
- bool insideAtmosphere = heightParameters[0] < radii[1];
- if (!(hitsAtmosphere || insideAtmosphere)) {
- return vec3(0);
- }
- bool hitsPlanet = (rayPlanetIntersect.x <= rayPlanetIntersect.y) && rayPlanetIntersect.x > 0.0;
- float start = insideAtmosphere ? 0.0 : rayAtmosphereIntersect.x;
- if (heightParameters[0] < reducedPlanetRadius) {
- // Long light rays from the night side of the planet lead to numerical instability
- // Do not render the atmosphere in such cases
- if (dot(rayDir, normalize(cameraPos)) < -0.025) {
- return vec3(0);
- }
- start = rayPlanetIntersect.y;
- }
- float end = hitsPlanet ? rayPlanetIntersect.x : rayAtmosphereIntersect.y;
- float maxEnd = end;
- ${t.haze?m`if (terrainDepth != -1.0) { end = terrainDepth; }`:""}
- vec3 samplePoint = cameraPos + rayDir * end;
- float multiplier = hitsPlanet ? -1.0 : 1.0;
- vec3 scattering = vec3(0);
- float scaleFract = (length(samplePoint) - radii[0]) / scaleHeight;
- float lastOpticalDepth = getOpticalDepth(samplePoint, rayDir, scaleFract);
- float stepSize = (end - start) / float(STEPS);
- for (int i = 0; i < STEPS; i++) {
- samplePoint -= stepSize * rayDir;
- scaleFract = (length(samplePoint) - radii[0]) / scaleHeight;
- float opticalDepth = multiplier * getOpticalDepth(samplePoint, rayDir * multiplier, scaleFract);
- if (i > 0) {
- scattering *= ${t.haze?m``:" mix(2.5, 1.0, clamp((length(cameraPos) - radii[0]) / 50e3, 0.0, 1.0)) * "} exp(-(mix(betaCombined, betaRayleigh, 0.5) + betaMie) * max(0.0, (opticalDepth - lastOpticalDepth)));
- }
- if (dot(normalize(samplePoint), lightDir) > -0.3) {
- float scale = exp(-scaleFract);
- float lightDepth = getOpticalDepth(samplePoint, lightDir, scaleFract);
- scattering += scale * exp(-(betaCombined + betaMie) * lightDepth);
- ${t.haze?"":m`scattering += scale * exp(-(0.25 * betaCombined ) * lightDepth);`}
- }
- lastOpticalDepth = opticalDepth;
- }
- float mu = dot(rayDir, lightDir);
- float mumu = 1.0 + mu * mu;
- float phaseRayleigh = 0.05968310365 * mumu;
- ${t.haze?m`return 3.0 * scattering * stepSize * phaseRayleigh * betaRayleigh;`:m`
- const float g = 0.8;
- const float gg = g * g;
- float phaseMie = end == maxEnd ? 0.11936620731 * ((1.0 - gg) * mumu) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg)) : 0.0;
- phaseMie += getGlow(1.0 - mu, 5e-5, 3.0) * smoothstep(0.01, 0.1, length(scattering));
- phaseMie = clamp(phaseMie, 0.0, 128.0);
- return 3.0 * scattering * stepSize * (phaseRayleigh * betaRayleigh + 0.025 * phaseMie * betaMie);`}
- }
- vec3 tonemapACES(vec3 x) {
- return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
- }
- vec4 applyUndergroundAtmosphere(vec3 rayDir, vec3 lightDirection, vec4 fragColor) {
- vec2 rayPlanetIntersect = sphereIntersect(cameraPosition, rayDir, radii[0], true);
- if (!((rayPlanetIntersect.x <= rayPlanetIntersect.y) && rayPlanetIntersect.y > 0.0)) {
- return fragColor;
- }
- float lightAngle = dot(lightDirection, normalize(cameraPosition + rayDir * max(0.0, rayPlanetIntersect.x)));
- vec4 surfaceColor = vec4(vec3(max(0.0, (smoothstep(-1.0, 0.8, 2.0 * lightAngle)))), 1.0 - altitudeFade);
- float relDist = (rayPlanetIntersect.y - max(0.0, rayPlanetIntersect.x)) / innerFadeDistance;
- if (relDist > 1.0) {
- return surfaceColor;
- }
- return mix(gl_FragColor, surfaceColor, smoothstep(0.0, 1.0, relDist * relDist));
- }
- void main() {
- vec3 rayDir = normalize(worldRay);
- float terrainDepth = -1.0;
- ${t.haze?m`
- vec4 depthSample = texture2D(depthTex, vuv0).rgba;
- if (depthSample != vec4(0)) {
- vec3 cameraSpaceRay = normalize(eyeDir);
- cameraSpaceRay /= cameraSpaceRay.z;
- cameraSpaceRay *= -linearDepthFromTexture(depthTex, vuv0, nearFar);
- terrainDepth = max(0.0, length(cameraSpaceRay));
- }`:m`
- float depthSample = texture2D(depthTex, vuv0).r;
- if (depthSample != 1.0) {
- gl_FragColor = vec4(0);
- return;
- }`}
- ${t.haze?m`
- vec3 col = vec3(0);
- float fadeOut = smoothstep(-10000.0, -15000.0, heightParameters[0] - radii[0]);
- if(depthSample != vec4(0)){
- col = (1.0 - fadeOut) * hazeStrength * getAtmosphereColour(cameraPosition, rayDir, lightingMainDirection, terrainDepth);
- }
- float alpha = 1.0 - fadeOut;`:m`
- vec3 col = getAtmosphereColour(cameraPosition, rayDir, lightingMainDirection, terrainDepth);;
- float alpha = smoothstep(0.0, mix(0.15, 0.01, heightParameters[3]), length(col));`}
- col = tonemapACES(col);
- gl_FragColor = delinearizeGamma(vec4(col, alpha));
- ${t.haze?"":m`
- if (depthSample == 1.0) {
- gl_FragColor = applyUndergroundAtmosphere(rayDir, lightingMainDirection, gl_FragColor);
- }`}
- }
- `),v}const y=t(),x=Object.freeze(Object.defineProperty({__proto__:null,build:v},Symbol.toStringTag,{value:"Module"}));export{x as C,v as b};
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