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Issue: CesiumGS#3439 Change the atmoshphere color
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Original file line number | Diff line number | Diff line change |
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@@ -2,11 +2,11 @@ | |
* @license | ||
* Copyright (c) 2000-2005, Sean O'Neil ([email protected]) | ||
* 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, | ||
|
@@ -15,7 +15,7 @@ | |
* * 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 | ||
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@@ -29,10 +29,10 @@ | |
* | ||
* Modifications made by Analytical Graphics, Inc. | ||
*/ | ||
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// Code: http://sponeil.net/ | ||
// GPU Gems 2 Article: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html | ||
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attribute vec4 position; | ||
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uniform float fCameraHeight; | ||
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@@ -43,6 +43,9 @@ uniform float fInnerRadius; // The inner (planetary) radius | |
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius) | ||
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) | ||
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth | ||
uniform float fRedColor; // The atmosphere color's red component | ||
uniform float fGreenColor; // The atmosphere color's green component | ||
uniform float fBlueColor; // The atmosphere color's blue component | ||
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const float Kr = 0.0025; | ||
const float fKr4PI = Kr * 4.0 * czm_pi; | ||
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@@ -51,12 +54,9 @@ const float fKm4PI = Km * 4.0 * czm_pi; | |
const float ESun = 15.0; | ||
const float fKmESun = Km * ESun; | ||
const float fKrESun = Kr * ESun; | ||
const vec3 v3InvWavelength = vec3( | ||
5.60204474633241, // Red = 1.0 / Math.pow(0.650, 4.0) | ||
9.473284437923038, // Green = 1.0 / Math.pow(0.570, 4.0) | ||
19.643802610477206); // Blue = 1.0 / Math.pow(0.475, 4.0) | ||
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const float rayleighScaleDepth = 0.25; | ||
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const int nSamples = 2; | ||
const float fSamples = 2.0; | ||
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@@ -105,6 +105,7 @@ void main(void) | |
float fScaledLength = fSampleLength * fScale; | ||
vec3 v3SampleRay = v3Ray * fSampleLength; | ||
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; | ||
vec3 v3InvWavelength = vec3(fRedColor / pow(0.650, 4.0), fGreenColor / pow(0.570, 4.0), fBlueColor / pow(0.475, 4.0)); | ||
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// Now loop through the sample rays | ||
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); | ||
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