SkyAtmosphereFS.glsl 627 B

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  1. varying vec3 v_outerPositionWC;
  2. #ifndef PER_FRAGMENT_ATMOSPHERE
  3. varying vec3 v_mieColor;
  4. varying vec3 v_rayleighColor;
  5. #endif
  6. void main (void)
  7. {
  8. vec3 toCamera = czm_viewerPositionWC - v_outerPositionWC;
  9. vec3 lightDirection = getLightDirection(czm_viewerPositionWC);
  10. vec3 mieColor;
  11. vec3 rayleighColor;
  12. #ifdef PER_FRAGMENT_ATMOSPHERE
  13. calculateMieColorAndRayleighColor(v_outerPositionWC, mieColor, rayleighColor);
  14. #else
  15. mieColor = v_mieColor;
  16. rayleighColor = v_rayleighColor;
  17. #endif
  18. gl_FragColor = calculateFinalColor(czm_viewerPositionWC, toCamera, lightDirection, mieColor, rayleighColor);
  19. }