cesium
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
124 lines (123 loc) • 6.03 kB
JavaScript
/**
* @license
* Copyright (c) 2000-2005, Sean O'Neil (s_p_oneil@hotmail.com)
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of the project nor the names of its contributors may be
* used to endorse or promote products derived from this software without
* specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* Modifications made by Analytical Graphics, Inc.
*/
//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* @license\n\
* Copyright (c) 2000-2005, Sean O'Neil (s_p_oneil@hotmail.com)\n\
* All rights reserved.\n\
*\n\
* Redistribution and use in source and binary forms, with or without\n\
* modification, are permitted provided that the following conditions\n\
* are met:\n\
*\n\
* * Redistributions of source code must retain the above copyright notice,\n\
* this list of conditions and the following disclaimer.\n\
* * Redistributions in binary form must reproduce the above copyright notice,\n\
* this list of conditions and the following disclaimer in the documentation\n\
* and/or other materials provided with the distribution.\n\
* * Neither the name of the project nor the names of its contributors may be\n\
* used to endorse or promote products derived from this software without\n\
* specific prior written permission.\n\
*\n\
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n\
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n\
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n\
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE\n\
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n\
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n\
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n\
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n\
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n\
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\
*\n\
* Modifications made by Analytical Graphics, Inc.\n\
*/\n\
\n\
// Code: http://sponeil.net/\n\
// GPU Gems 2 Article: https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter16.html\n\
\n\
#ifdef COLOR_CORRECT\n\
uniform vec3 u_hsbShift; // Hue, saturation, brightness\n\
#endif\n\
\n\
uniform vec4 u_cameraAndRadiiAndDynamicAtmosphereColor; // Camera height, outer radius, inner radius, dynamic atmosphere color flag\n\
\n\
const float g = -0.95;\n\
const float g2 = g * g;\n\
\n\
varying vec3 v_rayleighColor;\n\
varying vec3 v_mieColor;\n\
varying vec3 v_toCamera;\n\
varying vec3 v_positionEC;\n\
\n\
void main (void)\n\
{\n\
float lightEnum = u_cameraAndRadiiAndDynamicAtmosphereColor.w;\n\
vec3 lightDirection =\n\
czm_viewerPositionWC * float(lightEnum == 0.0) +\n\
czm_lightDirectionWC * float(lightEnum == 1.0) +\n\
czm_sunDirectionWC * float(lightEnum == 2.0);\n\
lightDirection = normalize(lightDirection);\n\
\n\
// Extra normalize added for Android\n\
float cosAngle = dot(lightDirection, normalize(v_toCamera)) / length(v_toCamera);\n\
float rayleighPhase = 0.75 * (1.0 + cosAngle * cosAngle);\n\
float miePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + cosAngle * cosAngle) / pow(1.0 + g2 - 2.0 * g * cosAngle, 1.5);\n\
\n\
vec3 rgb = rayleighPhase * v_rayleighColor + miePhase * v_mieColor;\n\
\n\
#ifndef HDR\n\
const float exposure = 2.0;\n\
rgb = vec3(1.0) - exp(-exposure * rgb);\n\
#endif\n\
\n\
#ifdef COLOR_CORRECT\n\
// Convert rgb color to hsb\n\
vec3 hsb = czm_RGBToHSB(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\
rgb = czm_HSBToRGB(hsb);\n\
#endif\n\
\n\
// Alter alpha based on how close the viewer is to the ground (1.0 = on ground, 0.0 = at edge of atmosphere)\n\
float atmosphereAlpha = clamp((u_cameraAndRadiiAndDynamicAtmosphereColor.y - u_cameraAndRadiiAndDynamicAtmosphereColor.x) / (u_cameraAndRadiiAndDynamicAtmosphereColor.y - u_cameraAndRadiiAndDynamicAtmosphereColor.z), 0.0, 1.0);\n\
\n\
// Alter alpha based on time of day (0.0 = night , 1.0 = day)\n\
float nightAlpha = (lightEnum != 0.0) ? clamp(dot(normalize(czm_viewerPositionWC), lightDirection), 0.0, 1.0) : 1.0;\n\
atmosphereAlpha *= pow(nightAlpha, 0.5);\n\
\n\
gl_FragColor = vec4(rgb, mix(rgb.b, 1.0, atmosphereAlpha) * smoothstep(0.0, 1.0, czm_morphTime));\n\
}\n\
";