/** * @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. */ // Code: http://sponeil.net/ // GPU Gems 2 Article: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html // HSV/HSB <-> RGB conversion with minimal branching: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl #ifdef COLOR_CORRECT uniform vec3 u_hsbShift; // Hue, saturation, brightness #endif const float g = -0.95; const float g2 = g * g; const vec4 K_RGB2HSB = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); const vec4 K_HSB2RGB = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); varying vec3 v_rayleighColor; varying vec3 v_mieColor; varying vec3 v_toCamera; varying vec3 v_positionEC; #ifdef COLOR_CORRECT vec3 rgb2hsb(vec3 rgbColor) { vec4 p = mix(vec4(rgbColor.bg, K_RGB2HSB.wz), vec4(rgbColor.gb, K_RGB2HSB.xy), step(rgbColor.b, rgbColor.g)); vec4 q = mix(vec4(p.xyw, rgbColor.r), vec4(rgbColor.r, p.yzx), step(p.x, rgbColor.r)); float d = q.x - min(q.w, q.y); return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + czm_epsilon7)), d / (q.x + czm_epsilon7), q.x); } vec3 hsb2rgb(vec3 hsbColor) { vec3 p = abs(fract(hsbColor.xxx + K_HSB2RGB.xyz) * 6.0 - K_HSB2RGB.www); return hsbColor.z * mix(K_HSB2RGB.xxx, clamp(p - K_HSB2RGB.xxx, 0.0, 1.0), hsbColor.y); } #endif void main (void) { // Extra normalize added for Android float cosAngle = dot(czm_sunDirectionWC, normalize(v_toCamera)) / length(v_toCamera); float rayleighPhase = 0.75 * (1.0 + cosAngle * cosAngle); float miePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + cosAngle * cosAngle) / pow(1.0 + g2 - 2.0 * g * cosAngle, 1.5); const float exposure = 2.0; vec3 rgb = rayleighPhase * v_rayleighColor + miePhase * v_mieColor; rgb = vec3(1.0) - exp(-exposure * rgb); // Compute luminance before color correction to avoid strangely gray night skies float l = czm_luminance(rgb); #ifdef COLOR_CORRECT // Convert rgb color to hsb vec3 hsb = rgb2hsb(rgb); // Perform hsb shift hsb.x += u_hsbShift.x; // hue hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0); // saturation hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0; // brightness // Convert shifted hsb back to rgb rgb = hsb2rgb(hsb); // Check if correction decreased the luminance to 0 l = min(l, czm_luminance(rgb)); #endif gl_FragColor = vec4(rgb, min(smoothstep(0.0, 0.1, l), 1.0) * smoothstep(0.0, 1.0, czm_morphTime)); }