GroundAtmosphere.glsl 616 B

123456789101112131415161718
  1. void computeAtmosphereScattering(vec3 positionWC, vec3 lightDirection, out vec3 rayleighColor, out vec3 mieColor, out float opacity) {
  2. vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;
  3. vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);
  4. czm_ray primaryRay = czm_ray(czm_viewerPositionWC, cameraToPositionWCDirection);
  5. float atmosphereInnerRadius = length(positionWC);
  6. computeScattering(
  7. primaryRay,
  8. length(cameraToPositionWC),
  9. lightDirection,
  10. atmosphereInnerRadius,
  11. rayleighColor,
  12. mieColor,
  13. opacity
  14. );
  15. }