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commonMain.earth.worldwind.layer.atmosphere.GroundProgram.kt Maven / Gradle / Ivy

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The WorldWind Kotlin SDK (WWK) includes the library, examples and tutorials for building multiplatform 3D virtual globe applications for Android, Web and Java.

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package earth.worldwind.layer.atmosphere

open class GroundProgram: AbstractAtmosphereProgram() {
    override var programSources = arrayOf(
        """
            precision mediump int; /* fragMode is used in both shaders, so we must use a common precision */

            const int FRAGMODE_PRIMARY = 1;
            const int FRAGMODE_SECONDARY = 2;
            const int FRAGMODE_PRIMARY_TEX_BLEND = 3;

            const int SAMPLE_COUNT = 2;
            const float SAMPLES = 2.0;

            uniform int fragMode;
            uniform mat4 mvpMatrix;
            uniform mat3 texCoordMatrix;
            uniform vec3 vertexOrigin;
            uniform vec3 eyePoint;
            uniform float eyeMagnitude;	        /* The eye point's magnitude */
            uniform float eyeMagnitude2;	    /* eyeMagnitude^2 */
            uniform vec3 lightDirection;	    /* The direction vector to the light source */
            uniform vec3 invWavelength;	        /* 1 / pow(wavelength, 4) for the red, green, and blue channels */
            uniform float atmosphereRadius;     /* The outer (atmosphere) radius */
            uniform float atmosphereRadius2;    /* atmosphereRadius^2 */
            uniform float globeRadius;		    /* The inner (planetary) radius */
            uniform float KrESun;			    /* Kr * ESun */
            uniform float KmESun;			    /* Km * ESun */
            uniform float Kr4PI;			    /* Kr * 4 * PI */
            uniform float Km4PI;			    /* Km * 4 * PI */
            uniform float scale;			    /* 1 / (atmosphereRadius - globeRadius) */
            uniform float scaleDepth;		    /* The scale depth (i.e. the altitude at which the atmosphere's average density is found) */
            uniform float scaleOverScaleDepth;	/* fScale / fScaleDepth */

            attribute vec4 vertexPoint;
            attribute vec2 vertexTexCoord;

            varying vec3 primaryColor;
            varying vec3 secondaryColor;
            varying vec3 direction;
            varying vec2 texCoord;

            float scaleFunc(float cos) {
                float x = 1.0 - cos;
                return scaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
            }

            void main() {
                /* Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the
                atmosphere) */
                vec3 point = vertexPoint.xyz + vertexOrigin;
                vec3 ray = point - eyePoint;
                float far = length(ray);
                ray /= far;

                vec3 start;
                if (eyeMagnitude < atmosphereRadius) {
                    start = eyePoint;
                } else {
                    /* Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray
                    passing through the atmosphere) */
                    float B = 2.0 * dot(eyePoint, ray);
                    float C = eyeMagnitude2 - atmosphereRadius2;
                    float det = max(0.0, B*B - 4.0 * C);
                    float near = 0.5 * (-B - sqrt(det));

                    /* Calculate the ray's starting point, then calculate its scattering offset */
                    start = eyePoint + ray * near;
                    far -= near;
                }

                float depth = exp((globeRadius - atmosphereRadius) / scaleDepth);
                float eyeAngle = dot(-ray, point) / length(point);
                float lightAngle = dot(lightDirection, point) / length(point);
                float eyeScale = scaleFunc(eyeAngle);
                float lightScale = scaleFunc(lightAngle);
                float eyeOffset = depth*eyeScale;
                float temp = (lightScale + eyeScale);

                /* Initialize the scattering loop variables */
                float sampleLength = far / SAMPLES;
                float scaledLength = sampleLength * scale;
                vec3 sampleRay = ray * sampleLength;
                vec3 samplePoint = start + sampleRay * 0.5;

                /* Now loop through the sample rays */
                vec3 frontColor = vec3(0.0, 0.0, 0.0);
                vec3 attenuate = vec3(0.0, 0.0, 0.0);
                for(int i=0; i




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