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cesium

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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

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/** * @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\ ";