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627 lines
23 KiB
JavaScript
627 lines
23 KiB
JavaScript
//This file is automatically rebuilt by the Cesium build process.
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export default "uniform vec4 u_initialColor;\n\
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\n\
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#if TEXTURE_UNITS > 0\n\
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uniform sampler2D u_dayTextures[TEXTURE_UNITS];\n\
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uniform vec4 u_dayTextureTranslationAndScale[TEXTURE_UNITS];\n\
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uniform bool u_dayTextureUseWebMercatorT[TEXTURE_UNITS];\n\
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\n\
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#ifdef APPLY_ALPHA\n\
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uniform float u_dayTextureAlpha[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef APPLY_DAY_NIGHT_ALPHA\n\
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uniform float u_dayTextureNightAlpha[TEXTURE_UNITS];\n\
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uniform float u_dayTextureDayAlpha[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef APPLY_SPLIT\n\
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uniform float u_dayTextureSplit[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef APPLY_BRIGHTNESS\n\
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uniform float u_dayTextureBrightness[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef APPLY_CONTRAST\n\
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uniform float u_dayTextureContrast[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef APPLY_HUE\n\
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uniform float u_dayTextureHue[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef APPLY_SATURATION\n\
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uniform float u_dayTextureSaturation[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef APPLY_GAMMA\n\
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uniform float u_dayTextureOneOverGamma[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef APPLY_IMAGERY_CUTOUT\n\
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uniform vec4 u_dayTextureCutoutRectangles[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef APPLY_COLOR_TO_ALPHA\n\
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uniform vec4 u_colorsToAlpha[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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uniform vec4 u_dayTextureTexCoordsRectangle[TEXTURE_UNITS];\n\
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#endif\n\
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\n\
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#ifdef SHOW_REFLECTIVE_OCEAN\n\
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uniform sampler2D u_waterMask;\n\
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uniform vec4 u_waterMaskTranslationAndScale;\n\
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uniform float u_zoomedOutOceanSpecularIntensity;\n\
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#endif\n\
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\n\
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#ifdef SHOW_OCEAN_WAVES\n\
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uniform sampler2D u_oceanNormalMap;\n\
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#endif\n\
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\n\
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#if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE)\n\
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uniform vec2 u_lightingFadeDistance;\n\
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#endif\n\
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\n\
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#ifdef TILE_LIMIT_RECTANGLE\n\
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uniform vec4 u_cartographicLimitRectangle;\n\
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#endif\n\
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\n\
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#ifdef GROUND_ATMOSPHERE\n\
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uniform vec2 u_nightFadeDistance;\n\
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#endif\n\
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\n\
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#ifdef ENABLE_CLIPPING_PLANES\n\
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uniform highp sampler2D u_clippingPlanes;\n\
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uniform mat4 u_clippingPlanesMatrix;\n\
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uniform vec4 u_clippingPlanesEdgeStyle;\n\
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#endif\n\
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\n\
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#if defined(FOG) && defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))\n\
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uniform float u_minimumBrightness;\n\
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#endif\n\
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\n\
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#ifdef COLOR_CORRECT\n\
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uniform vec3 u_hsbShift; // Hue, saturation, brightness\n\
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#endif\n\
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\n\
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#ifdef HIGHLIGHT_FILL_TILE\n\
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uniform vec4 u_fillHighlightColor;\n\
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#endif\n\
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\n\
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#ifdef TRANSLUCENT\n\
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uniform vec4 u_frontFaceAlphaByDistance;\n\
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uniform vec4 u_backFaceAlphaByDistance;\n\
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uniform vec4 u_translucencyRectangle;\n\
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#endif\n\
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\n\
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#ifdef UNDERGROUND_COLOR\n\
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uniform vec4 u_undergroundColor;\n\
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uniform vec4 u_undergroundColorAlphaByDistance;\n\
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#endif\n\
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\n\
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varying vec3 v_positionMC;\n\
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varying vec3 v_positionEC;\n\
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varying vec3 v_textureCoordinates;\n\
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varying vec3 v_normalMC;\n\
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varying vec3 v_normalEC;\n\
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\n\
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#ifdef APPLY_MATERIAL\n\
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varying float v_height;\n\
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varying float v_slope;\n\
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varying float v_aspect;\n\
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#endif\n\
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\n\
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#if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)\n\
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varying float v_distance;\n\
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#endif\n\
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\n\
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#if defined(FOG) || defined(GROUND_ATMOSPHERE)\n\
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varying vec3 v_fogRayleighColor;\n\
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varying vec3 v_fogMieColor;\n\
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#endif\n\
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\n\
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#ifdef GROUND_ATMOSPHERE\n\
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varying vec3 v_rayleighColor;\n\
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varying vec3 v_mieColor;\n\
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#endif\n\
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\n\
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#if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)\n\
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float interpolateByDistance(vec4 nearFarScalar, float distance)\n\
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{\n\
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float startDistance = nearFarScalar.x;\n\
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float startValue = nearFarScalar.y;\n\
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float endDistance = nearFarScalar.z;\n\
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float endValue = nearFarScalar.w;\n\
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float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0);\n\
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return mix(startValue, endValue, t);\n\
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}\n\
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#endif\n\
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\n\
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#if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT) || defined(APPLY_MATERIAL)\n\
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vec4 alphaBlend(vec4 sourceColor, vec4 destinationColor)\n\
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{\n\
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return sourceColor * vec4(sourceColor.aaa, 1.0) + destinationColor * (1.0 - sourceColor.a);\n\
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}\n\
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#endif\n\
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\n\
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#ifdef TRANSLUCENT\n\
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bool inTranslucencyRectangle()\n\
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{\n\
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return\n\
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v_textureCoordinates.x > u_translucencyRectangle.x &&\n\
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v_textureCoordinates.x < u_translucencyRectangle.z &&\n\
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v_textureCoordinates.y > u_translucencyRectangle.y &&\n\
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v_textureCoordinates.y < u_translucencyRectangle.w;\n\
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}\n\
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#endif\n\
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\n\
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vec4 sampleAndBlend(\n\
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vec4 previousColor,\n\
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sampler2D textureToSample,\n\
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vec2 tileTextureCoordinates,\n\
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vec4 textureCoordinateRectangle,\n\
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vec4 textureCoordinateTranslationAndScale,\n\
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float textureAlpha,\n\
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float textureNightAlpha,\n\
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float textureDayAlpha,\n\
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float textureBrightness,\n\
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float textureContrast,\n\
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float textureHue,\n\
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float textureSaturation,\n\
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float textureOneOverGamma,\n\
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float split,\n\
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vec4 colorToAlpha,\n\
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float nightBlend)\n\
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{\n\
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// This crazy step stuff sets the alpha to 0.0 if this following condition is true:\n\
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// tileTextureCoordinates.s < textureCoordinateRectangle.s ||\n\
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// tileTextureCoordinates.s > textureCoordinateRectangle.p ||\n\
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// tileTextureCoordinates.t < textureCoordinateRectangle.t ||\n\
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// tileTextureCoordinates.t > textureCoordinateRectangle.q\n\
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// In other words, the alpha is zero if the fragment is outside the rectangle\n\
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// covered by this texture. Would an actual 'if' yield better performance?\n\
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vec2 alphaMultiplier = step(textureCoordinateRectangle.st, tileTextureCoordinates);\n\
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textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;\n\
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\n\
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alphaMultiplier = step(vec2(0.0), textureCoordinateRectangle.pq - tileTextureCoordinates);\n\
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textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;\n\
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\n\
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#if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING)\n\
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textureAlpha *= mix(textureDayAlpha, textureNightAlpha, nightBlend);\n\
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#endif\n\
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\n\
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vec2 translation = textureCoordinateTranslationAndScale.xy;\n\
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vec2 scale = textureCoordinateTranslationAndScale.zw;\n\
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vec2 textureCoordinates = tileTextureCoordinates * scale + translation;\n\
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vec4 value = texture2D(textureToSample, textureCoordinates);\n\
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vec3 color = value.rgb;\n\
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float alpha = value.a;\n\
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\n\
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#ifdef APPLY_COLOR_TO_ALPHA\n\
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vec3 colorDiff = abs(color.rgb - colorToAlpha.rgb);\n\
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colorDiff.r = max(max(colorDiff.r, colorDiff.g), colorDiff.b);\n\
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alpha = czm_branchFreeTernary(colorDiff.r < colorToAlpha.a, 0.0, alpha);\n\
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#endif\n\
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\n\
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#if !defined(APPLY_GAMMA)\n\
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vec4 tempColor = czm_gammaCorrect(vec4(color, alpha));\n\
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color = tempColor.rgb;\n\
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alpha = tempColor.a;\n\
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#else\n\
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color = pow(color, vec3(textureOneOverGamma));\n\
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#endif\n\
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\n\
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#ifdef APPLY_SPLIT\n\
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float splitPosition = czm_imagerySplitPosition;\n\
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// Split to the left\n\
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if (split < 0.0 && gl_FragCoord.x > splitPosition) {\n\
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alpha = 0.0;\n\
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}\n\
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// Split to the right\n\
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else if (split > 0.0 && gl_FragCoord.x < splitPosition) {\n\
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alpha = 0.0;\n\
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}\n\
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#endif\n\
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\n\
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#ifdef APPLY_BRIGHTNESS\n\
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color = mix(vec3(0.0), color, textureBrightness);\n\
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#endif\n\
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\n\
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#ifdef APPLY_CONTRAST\n\
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color = mix(vec3(0.5), color, textureContrast);\n\
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#endif\n\
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\n\
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#ifdef APPLY_HUE\n\
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color = czm_hue(color, textureHue);\n\
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#endif\n\
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\n\
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#ifdef APPLY_SATURATION\n\
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color = czm_saturation(color, textureSaturation);\n\
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#endif\n\
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\n\
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float sourceAlpha = alpha * textureAlpha;\n\
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float outAlpha = mix(previousColor.a, 1.0, sourceAlpha);\n\
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outAlpha += sign(outAlpha) - 1.0;\n\
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\n\
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vec3 outColor = mix(previousColor.rgb * previousColor.a, color, sourceAlpha) / outAlpha;\n\
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\n\
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// When rendering imagery for a tile in multiple passes,\n\
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// some GPU/WebGL implementation combinations will not blend fragments in\n\
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// additional passes correctly if their computation includes an unmasked\n\
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// divide-by-zero operation,\n\
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// even if it's not in the output or if the output has alpha zero.\n\
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//\n\
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// For example, without sanitization for outAlpha,\n\
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// this renders without artifacts:\n\
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// if (outAlpha == 0.0) { outColor = vec3(0.0); }\n\
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//\n\
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// but using czm_branchFreeTernary will cause portions of the tile that are\n\
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// alpha-zero in the additional pass to render as black instead of blending\n\
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// with the previous pass:\n\
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// outColor = czm_branchFreeTernary(outAlpha == 0.0, vec3(0.0), outColor);\n\
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//\n\
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// So instead, sanitize against divide-by-zero,\n\
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// store this state on the sign of outAlpha, and correct on return.\n\
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\n\
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return vec4(outColor, max(outAlpha, 0.0));\n\
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}\n\
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\n\
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vec3 colorCorrect(vec3 rgb) {\n\
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#ifdef COLOR_CORRECT\n\
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// Convert rgb color to hsb\n\
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vec3 hsb = czm_RGBToHSB(rgb);\n\
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// Perform hsb shift\n\
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hsb.x += u_hsbShift.x; // hue\n\
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hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0); // saturation\n\
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hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0; // brightness\n\
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// Convert shifted hsb back to rgb\n\
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rgb = czm_HSBToRGB(hsb);\n\
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#endif\n\
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return rgb;\n\
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}\n\
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\n\
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vec4 computeDayColor(vec4 initialColor, vec3 textureCoordinates, float nightBlend);\n\
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vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float specularMapValue, float fade);\n\
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\n\
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#ifdef GROUND_ATMOSPHERE\n\
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vec3 computeGroundAtmosphereColor(vec3 fogColor, vec4 finalColor, vec3 atmosphereLightDirection, float cameraDist);\n\
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#endif\n\
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\n\
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const float fExposure = 2.0;\n\
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\n\
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void main()\n\
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{\n\
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#ifdef TILE_LIMIT_RECTANGLE\n\
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if (v_textureCoordinates.x < u_cartographicLimitRectangle.x || u_cartographicLimitRectangle.z < v_textureCoordinates.x ||\n\
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v_textureCoordinates.y < u_cartographicLimitRectangle.y || u_cartographicLimitRectangle.w < v_textureCoordinates.y)\n\
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{\n\
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discard;\n\
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}\n\
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#endif\n\
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\n\
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#ifdef ENABLE_CLIPPING_PLANES\n\
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float clipDistance = clip(gl_FragCoord, u_clippingPlanes, u_clippingPlanesMatrix);\n\
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#endif\n\
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\n\
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#if defined(SHOW_REFLECTIVE_OCEAN) || defined(ENABLE_DAYNIGHT_SHADING) || defined(HDR)\n\
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vec3 normalMC = czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)); // normalized surface normal in model coordinates\n\
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vec3 normalEC = czm_normal3D * normalMC; // normalized surface normal in eye coordiantes\n\
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#endif\n\
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\n\
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#if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING)\n\
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float nightBlend = 1.0 - clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0, 0.0, 1.0);\n\
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#else\n\
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float nightBlend = 0.0;\n\
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#endif\n\
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\n\
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// The clamp below works around an apparent bug in Chrome Canary v23.0.1241.0\n\
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// where the fragment shader sees textures coordinates < 0.0 and > 1.0 for the\n\
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// fragments on the edges of tiles even though the vertex shader is outputting\n\
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// coordinates strictly in the 0-1 range.\n\
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vec4 color = computeDayColor(u_initialColor, clamp(v_textureCoordinates, 0.0, 1.0), nightBlend);\n\
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\n\
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#ifdef SHOW_TILE_BOUNDARIES\n\
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if (v_textureCoordinates.x < (1.0/256.0) || v_textureCoordinates.x > (255.0/256.0) ||\n\
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v_textureCoordinates.y < (1.0/256.0) || v_textureCoordinates.y > (255.0/256.0))\n\
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{\n\
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color = vec4(1.0, 0.0, 0.0, 1.0);\n\
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}\n\
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#endif\n\
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\n\
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#if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE)\n\
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float cameraDist;\n\
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if (czm_sceneMode == czm_sceneMode2D)\n\
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{\n\
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cameraDist = max(czm_frustumPlanes.x - czm_frustumPlanes.y, czm_frustumPlanes.w - czm_frustumPlanes.z) * 0.5;\n\
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}\n\
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else if (czm_sceneMode == czm_sceneModeColumbusView)\n\
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{\n\
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cameraDist = -czm_view[3].z;\n\
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}\n\
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else\n\
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{\n\
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cameraDist = length(czm_view[3]);\n\
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}\n\
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float fadeOutDist = u_lightingFadeDistance.x;\n\
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float fadeInDist = u_lightingFadeDistance.y;\n\
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if (czm_sceneMode != czm_sceneMode3D) {\n\
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vec3 radii = czm_ellipsoidRadii;\n\
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float maxRadii = max(radii.x, max(radii.y, radii.z));\n\
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fadeOutDist -= maxRadii;\n\
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fadeInDist -= maxRadii;\n\
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}\n\
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float fade = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.0, 1.0);\n\
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#else\n\
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float fade = 0.0;\n\
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#endif\n\
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\n\
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#ifdef SHOW_REFLECTIVE_OCEAN\n\
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vec2 waterMaskTranslation = u_waterMaskTranslationAndScale.xy;\n\
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vec2 waterMaskScale = u_waterMaskTranslationAndScale.zw;\n\
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vec2 waterMaskTextureCoordinates = v_textureCoordinates.xy * waterMaskScale + waterMaskTranslation;\n\
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waterMaskTextureCoordinates.y = 1.0 - waterMaskTextureCoordinates.y;\n\
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\n\
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float mask = texture2D(u_waterMask, waterMaskTextureCoordinates).r;\n\
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\n\
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if (mask > 0.0)\n\
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{\n\
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mat3 enuToEye = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalEC);\n\
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\n\
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vec2 ellipsoidTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC);\n\
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vec2 ellipsoidFlippedTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC.zyx);\n\
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\n\
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vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, czm_morphTime * smoothstep(0.9, 0.95, normalMC.z));\n\
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\n\
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color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, color, mask, fade);\n\
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}\n\
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#endif\n\
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\n\
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#ifdef APPLY_MATERIAL\n\
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czm_materialInput materialInput;\n\
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materialInput.st = v_textureCoordinates.st;\n\
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materialInput.normalEC = normalize(v_normalEC);\n\
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materialInput.slope = v_slope;\n\
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materialInput.height = v_height;\n\
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materialInput.aspect = v_aspect;\n\
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czm_material material = czm_getMaterial(materialInput);\n\
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vec4 materialColor = vec4(material.diffuse, material.alpha);\n\
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color = alphaBlend(materialColor, color);\n\
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#endif\n\
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\n\
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#ifdef ENABLE_VERTEX_LIGHTING\n\
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float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalize(v_normalEC)) * 0.9 + 0.3, 0.0, 1.0);\n\
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vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);\n\
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#elif defined(ENABLE_DAYNIGHT_SHADING)\n\
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float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0 + 0.3, 0.0, 1.0);\n\
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diffuseIntensity = mix(1.0, diffuseIntensity, fade);\n\
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|
vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);\n\
|
|
#else\n\
|
|
vec4 finalColor = color;\n\
|
|
#endif\n\
|
|
\n\
|
|
#ifdef ENABLE_CLIPPING_PLANES\n\
|
|
vec4 clippingPlanesEdgeColor = vec4(1.0);\n\
|
|
clippingPlanesEdgeColor.rgb = u_clippingPlanesEdgeStyle.rgb;\n\
|
|
float clippingPlanesEdgeWidth = u_clippingPlanesEdgeStyle.a;\n\
|
|
\n\
|
|
if (clipDistance < clippingPlanesEdgeWidth)\n\
|
|
{\n\
|
|
finalColor = clippingPlanesEdgeColor;\n\
|
|
}\n\
|
|
#endif\n\
|
|
\n\
|
|
#ifdef HIGHLIGHT_FILL_TILE\n\
|
|
finalColor = vec4(mix(finalColor.rgb, u_fillHighlightColor.rgb, u_fillHighlightColor.a), finalColor.a);\n\
|
|
#endif\n\
|
|
\n\
|
|
#if defined(FOG) || defined(GROUND_ATMOSPHERE)\n\
|
|
vec3 fogColor = colorCorrect(v_fogMieColor) + finalColor.rgb * colorCorrect(v_fogRayleighColor);\n\
|
|
#ifndef HDR\n\
|
|
fogColor = vec3(1.0) - exp(-fExposure * fogColor);\n\
|
|
#endif\n\
|
|
#endif\n\
|
|
\n\
|
|
#if defined(DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN)\n\
|
|
vec3 atmosphereLightDirection = czm_sunDirectionWC;\n\
|
|
#else\n\
|
|
vec3 atmosphereLightDirection = czm_lightDirectionWC;\n\
|
|
#endif\n\
|
|
\n\
|
|
#ifdef FOG\n\
|
|
#if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))\n\
|
|
float darken = clamp(dot(normalize(czm_viewerPositionWC), atmosphereLightDirection), u_minimumBrightness, 1.0);\n\
|
|
fogColor *= darken;\n\
|
|
#endif\n\
|
|
\n\
|
|
#ifdef HDR\n\
|
|
const float modifier = 0.15;\n\
|
|
finalColor = vec4(czm_fog(v_distance, finalColor.rgb, fogColor, modifier), finalColor.a);\n\
|
|
#else\n\
|
|
finalColor = vec4(czm_fog(v_distance, finalColor.rgb, fogColor), finalColor.a);\n\
|
|
#endif\n\
|
|
#endif\n\
|
|
\n\
|
|
#ifdef GROUND_ATMOSPHERE\n\
|
|
if (!czm_backFacing())\n\
|
|
{\n\
|
|
vec3 groundAtmosphereColor = computeGroundAtmosphereColor(fogColor, finalColor, atmosphereLightDirection, cameraDist);\n\
|
|
finalColor = vec4(mix(finalColor.rgb, groundAtmosphereColor, fade), finalColor.a);\n\
|
|
}\n\
|
|
#endif\n\
|
|
\n\
|
|
#ifdef UNDERGROUND_COLOR\n\
|
|
if (czm_backFacing())\n\
|
|
{\n\
|
|
float distanceFromEllipsoid = max(czm_eyeHeight, 0.0);\n\
|
|
float distance = max(v_distance - distanceFromEllipsoid, 0.0);\n\
|
|
float blendAmount = interpolateByDistance(u_undergroundColorAlphaByDistance, distance);\n\
|
|
vec4 undergroundColor = vec4(u_undergroundColor.rgb, u_undergroundColor.a * blendAmount);\n\
|
|
finalColor = alphaBlend(undergroundColor, finalColor);\n\
|
|
}\n\
|
|
#endif\n\
|
|
\n\
|
|
#ifdef TRANSLUCENT\n\
|
|
if (inTranslucencyRectangle())\n\
|
|
{\n\
|
|
vec4 alphaByDistance = gl_FrontFacing ? u_frontFaceAlphaByDistance : u_backFaceAlphaByDistance;\n\
|
|
finalColor.a *= interpolateByDistance(alphaByDistance, v_distance);\n\
|
|
}\n\
|
|
#endif\n\
|
|
\n\
|
|
gl_FragColor = finalColor;\n\
|
|
}\n\
|
|
\n\
|
|
#ifdef GROUND_ATMOSPHERE\n\
|
|
vec3 computeGroundAtmosphereColor(vec3 fogColor, vec4 finalColor, vec3 atmosphereLightDirection, float cameraDist)\n\
|
|
{\n\
|
|
#if defined(PER_FRAGMENT_GROUND_ATMOSPHERE) && defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_DAYNIGHT_SHADING) || defined(ENABLE_VERTEX_LIGHTING))\n\
|
|
float mpp = czm_metersPerPixel(vec4(0.0, 0.0, -czm_currentFrustum.x, 1.0), 1.0);\n\
|
|
vec2 xy = gl_FragCoord.xy / czm_viewport.zw * 2.0 - vec2(1.0);\n\
|
|
xy *= czm_viewport.zw * mpp * 0.5;\n\
|
|
\n\
|
|
vec3 direction = normalize(vec3(xy, -czm_currentFrustum.x));\n\
|
|
czm_ray ray = czm_ray(vec3(0.0), direction);\n\
|
|
\n\
|
|
vec3 ellipsoid_center = czm_view[3].xyz;\n\
|
|
\n\
|
|
czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii);\n\
|
|
\n\
|
|
vec3 ellipsoidPosition = czm_pointAlongRay(ray, intersection.start);\n\
|
|
ellipsoidPosition = (czm_inverseView * vec4(ellipsoidPosition, 1.0)).xyz;\n\
|
|
AtmosphereColor atmosColor = computeGroundAtmosphereFromSpace(ellipsoidPosition, true, atmosphereLightDirection);\n\
|
|
\n\
|
|
vec3 groundAtmosphereColor = colorCorrect(atmosColor.mie) + finalColor.rgb * colorCorrect(atmosColor.rayleigh);\n\
|
|
#ifndef HDR\n\
|
|
groundAtmosphereColor = vec3(1.0) - exp(-fExposure * groundAtmosphereColor);\n\
|
|
#endif\n\
|
|
\n\
|
|
float fadeInDist = u_nightFadeDistance.x;\n\
|
|
float fadeOutDist = u_nightFadeDistance.y;\n\
|
|
\n\
|
|
float sunlitAtmosphereIntensity = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.0, 1.0);\n\
|
|
\n\
|
|
#ifdef HDR\n\
|
|
// Some tweaking to make HDR look better\n\
|
|
sunlitAtmosphereIntensity = max(sunlitAtmosphereIntensity * sunlitAtmosphereIntensity, 0.03);\n\
|
|
#endif\n\
|
|
\n\
|
|
groundAtmosphereColor = mix(groundAtmosphereColor, fogColor, sunlitAtmosphereIntensity);\n\
|
|
#else\n\
|
|
vec3 groundAtmosphereColor = fogColor;\n\
|
|
#endif\n\
|
|
\n\
|
|
#ifdef HDR\n\
|
|
// Some tweaking to make HDR look better\n\
|
|
groundAtmosphereColor = czm_saturation(groundAtmosphereColor, 1.6);\n\
|
|
#endif\n\
|
|
\n\
|
|
return groundAtmosphereColor;\n\
|
|
}\n\
|
|
#endif\n\
|
|
\n\
|
|
#ifdef SHOW_REFLECTIVE_OCEAN\n\
|
|
\n\
|
|
float waveFade(float edge0, float edge1, float x)\n\
|
|
{\n\
|
|
float y = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n\
|
|
return pow(1.0 - y, 5.0);\n\
|
|
}\n\
|
|
\n\
|
|
float linearFade(float edge0, float edge1, float x)\n\
|
|
{\n\
|
|
return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n\
|
|
}\n\
|
|
\n\
|
|
// Based on water rendering by Jonas Wagner:\n\
|
|
// http://29a.ch/2012/7/19/webgl-terrain-rendering-water-fog\n\
|
|
\n\
|
|
// low altitude wave settings\n\
|
|
const float oceanFrequencyLowAltitude = 825000.0;\n\
|
|
const float oceanAnimationSpeedLowAltitude = 0.004;\n\
|
|
const float oceanOneOverAmplitudeLowAltitude = 1.0 / 2.0;\n\
|
|
const float oceanSpecularIntensity = 0.5;\n\
|
|
\n\
|
|
// high altitude wave settings\n\
|
|
const float oceanFrequencyHighAltitude = 125000.0;\n\
|
|
const float oceanAnimationSpeedHighAltitude = 0.008;\n\
|
|
const float oceanOneOverAmplitudeHighAltitude = 1.0 / 2.0;\n\
|
|
\n\
|
|
vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float maskValue, float fade)\n\
|
|
{\n\
|
|
vec3 positionToEyeEC = -positionEyeCoordinates;\n\
|
|
float positionToEyeECLength = length(positionToEyeEC);\n\
|
|
\n\
|
|
// The double normalize below works around a bug in Firefox on Android devices.\n\
|
|
vec3 normalizedPositionToEyeEC = normalize(normalize(positionToEyeEC));\n\
|
|
\n\
|
|
// Fade out the waves as the camera moves far from the surface.\n\
|
|
float waveIntensity = waveFade(70000.0, 1000000.0, positionToEyeECLength);\n\
|
|
\n\
|
|
#ifdef SHOW_OCEAN_WAVES\n\
|
|
// high altitude waves\n\
|
|
float time = czm_frameNumber * oceanAnimationSpeedHighAltitude;\n\
|
|
vec4 noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyHighAltitude, time, 0.0);\n\
|
|
vec3 normalTangentSpaceHighAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeHighAltitude);\n\
|
|
\n\
|
|
// low altitude waves\n\
|
|
time = czm_frameNumber * oceanAnimationSpeedLowAltitude;\n\
|
|
noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyLowAltitude, time, 0.0);\n\
|
|
vec3 normalTangentSpaceLowAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeLowAltitude);\n\
|
|
\n\
|
|
// blend the 2 wave layers based on distance to surface\n\
|
|
float highAltitudeFade = linearFade(0.0, 60000.0, positionToEyeECLength);\n\
|
|
float lowAltitudeFade = 1.0 - linearFade(20000.0, 60000.0, positionToEyeECLength);\n\
|
|
vec3 normalTangentSpace =\n\
|
|
(highAltitudeFade * normalTangentSpaceHighAltitude) +\n\
|
|
(lowAltitudeFade * normalTangentSpaceLowAltitude);\n\
|
|
normalTangentSpace = normalize(normalTangentSpace);\n\
|
|
\n\
|
|
// fade out the normal perturbation as we move farther from the water surface\n\
|
|
normalTangentSpace.xy *= waveIntensity;\n\
|
|
normalTangentSpace = normalize(normalTangentSpace);\n\
|
|
#else\n\
|
|
vec3 normalTangentSpace = vec3(0.0, 0.0, 1.0);\n\
|
|
#endif\n\
|
|
\n\
|
|
vec3 normalEC = enuToEye * normalTangentSpace;\n\
|
|
\n\
|
|
const vec3 waveHighlightColor = vec3(0.3, 0.45, 0.6);\n\
|
|
\n\
|
|
// Use diffuse light to highlight the waves\n\
|
|
float diffuseIntensity = czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * maskValue;\n\
|
|
vec3 diffuseHighlight = waveHighlightColor * diffuseIntensity * (1.0 - fade);\n\
|
|
\n\
|
|
#ifdef SHOW_OCEAN_WAVES\n\
|
|
// Where diffuse light is low or non-existent, use wave highlights based solely on\n\
|
|
// the wave bumpiness and no particular light direction.\n\
|
|
float tsPerturbationRatio = normalTangentSpace.z;\n\
|
|
vec3 nonDiffuseHighlight = mix(waveHighlightColor * 5.0 * (1.0 - tsPerturbationRatio), vec3(0.0), diffuseIntensity);\n\
|
|
#else\n\
|
|
vec3 nonDiffuseHighlight = vec3(0.0);\n\
|
|
#endif\n\
|
|
\n\
|
|
// Add specular highlights in 3D, and in all modes when zoomed in.\n\
|
|
float specularIntensity = czm_getSpecular(czm_lightDirectionEC, normalizedPositionToEyeEC, normalEC, 10.0);\n\
|
|
float surfaceReflectance = mix(0.0, mix(u_zoomedOutOceanSpecularIntensity, oceanSpecularIntensity, waveIntensity), maskValue);\n\
|
|
float specular = specularIntensity * surfaceReflectance;\n\
|
|
\n\
|
|
#ifdef HDR\n\
|
|
specular *= 1.4;\n\
|
|
\n\
|
|
float e = 0.2;\n\
|
|
float d = 3.3;\n\
|
|
float c = 1.7;\n\
|
|
\n\
|
|
vec3 color = imageryColor.rgb + (c * (vec3(e) + imageryColor.rgb * d) * (diffuseHighlight + nonDiffuseHighlight + specular));\n\
|
|
#else\n\
|
|
vec3 color = imageryColor.rgb + diffuseHighlight + nonDiffuseHighlight + specular;\n\
|
|
#endif\n\
|
|
\n\
|
|
return vec4(color, imageryColor.a);\n\
|
|
}\n\
|
|
\n\
|
|
#endif // #ifdef SHOW_REFLECTIVE_OCEAN\n\
|
|
";
|