precision highp float; in vec2 v_textureCoordinates; uniform vec3 u_faceDirection; // Current cubemap face uniform vec3 u_positionWC; uniform mat4 u_enuToFixedFrame; uniform vec4 u_brightnessSaturationGammaIntensity; uniform vec4 u_groundColor; // alpha component represent albedo vec4 getCubeMapDirection(vec2 uv, vec3 faceDir) { vec2 scaledUV = uv * 2.0 - 1.0; if (faceDir.x != 0.0) { return vec4(faceDir.x, scaledUV.x * faceDir.x, -scaledUV.y, 0.0); } else if (faceDir.y != 0.0) { return vec4(scaledUV.x, -scaledUV.y * faceDir.y, faceDir.y, 0.0); } else { return vec4(scaledUV.x * faceDir.z, -faceDir.z, -scaledUV.y, 0.0); } } void main() { float height = length(u_positionWC); float atmosphereInnerRadius = u_radiiAndDynamicAtmosphereColor.y; float ellipsoidHeight = max(height - atmosphereInnerRadius, 0.0); // Scale the position to ensure the sky color is present, even when underground. vec3 positionWC = u_positionWC / height * (ellipsoidHeight + atmosphereInnerRadius); float atmosphereOuterRadius = u_radiiAndDynamicAtmosphereColor.x; float atmosphereHeight = atmosphereOuterRadius - atmosphereInnerRadius; vec3 direction = (u_enuToFixedFrame * getCubeMapDirection(v_textureCoordinates, u_faceDirection)).xyz; vec3 normalizedDirection = normalize(direction); czm_ray ray = czm_ray(positionWC, normalizedDirection); czm_raySegment intersection = czm_raySphereIntersectionInterval(ray, vec3(0.0), atmosphereInnerRadius); if (!czm_isEmpty(intersection)) { intersection = czm_rayEllipsoidIntersectionInterval(ray, vec3(0.0), czm_ellipsoidInverseRadii); } bool onEllipsoid = intersection.start >= 0.0; float rayLength = czm_branchFreeTernary(onEllipsoid, intersection.start, atmosphereOuterRadius); // Compute sky color for each position on a sphere at radius centered around the provided position's origin vec3 skyPositionWC = positionWC + normalizedDirection * rayLength; float lightEnum = u_radiiAndDynamicAtmosphereColor.z; vec3 lightDirectionWC = normalize(czm_getDynamicAtmosphereLightDirection(skyPositionWC, lightEnum)); vec3 mieColor; vec3 rayleighColor; float opacity; czm_computeScattering( ray, rayLength, lightDirectionWC, atmosphereInnerRadius, rayleighColor, mieColor, opacity ); vec4 atmopshereColor = czm_computeAtmosphereColor(ray, lightDirectionWC, rayleighColor, mieColor, opacity); #ifdef ATMOSPHERE_COLOR_CORRECT const bool ignoreBlackPixels = true; atmopshereColor.rgb = czm_applyHSBShift(atmopshereColor.rgb, czm_atmosphereHsbShift, ignoreBlackPixels); #endif vec3 lookupDirection = -normalizedDirection; // Flipping the X vector is a cheap way to get the inverse of czm_temeToPseudoFixed, since that's a rotation about Z. lookupDirection.x = -lookupDirection.x; lookupDirection = -normalize(czm_temeToPseudoFixed * lookupDirection); lookupDirection.x = -lookupDirection.x; // Values outside the atmopshere are rendered as black, when they should be treated as transparent float skyAlpha = clamp((1.0 - ellipsoidHeight / atmosphereHeight) * atmopshereColor.a, 0.0, 1.0); skyAlpha = czm_branchFreeTernary(length(atmopshereColor.rgb) <= czm_epsilon7, 0.0, skyAlpha); // Treat black as transparent // Blend starmap with atmopshere scattering float intensity = u_brightnessSaturationGammaIntensity.w; vec4 sceneSkyBoxColor = czm_textureCube(czm_environmentMap, lookupDirection); vec3 skyBackgroundColor = mix(czm_backgroundColor.rgb, sceneSkyBoxColor.rgb, sceneSkyBoxColor.a); vec4 combinedSkyColor = vec4(mix(skyBackgroundColor, atmopshereColor.rgb * intensity, skyAlpha), 1.0); // Compute ground color based on amount of reflected light, then blend it with ground atmosphere based on height vec3 up = normalize(positionWC); float occlusion = max(dot(lightDirectionWC, up), 0.05); vec4 groundColor = vec4(u_groundColor.rgb * u_groundColor.a * (vec3(intensity * occlusion) + atmopshereColor.rgb), 1.0); vec4 blendedGroundColor = mix(groundColor, atmopshereColor, clamp(ellipsoidHeight / atmosphereHeight, 0.0, 1.0)); vec4 color = czm_branchFreeTernary(onEllipsoid, blendedGroundColor, combinedSkyColor); float brightness = u_brightnessSaturationGammaIntensity.x; float saturation = u_brightnessSaturationGammaIntensity.y; float gamma = u_brightnessSaturationGammaIntensity.z; #ifdef ENVIRONMENT_COLOR_CORRECT color.rgb = mix(vec3(0.0), color.rgb, brightness); color.rgb = czm_saturation(color.rgb, saturation); #endif color.rgb = pow(color.rgb, vec3(gamma)); // Normally this would be in the ifdef above, but there is a precision issue with the atmopshere scattering transmittance (alpha). Having this line is a workaround for that issue, even when gamma is 1.0. color.rgb = czm_gammaCorrect(color.rgb); out_FragColor = color; }