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a\x0a#define\x20CLOUDS_MAX_LOD\x201\x0a#define\x20CLOUDS_MARCH_STEP\x20750.0\x0a#define\x20CLOUDS_DENS_MARCH_STEP\x20150.0\x0a#define\x20MAXIMUM_CLOUDS_STEPS\x20150\x0a#define\x20DISTANCE_QUALITY_RATIO\x200.00005\x0a#define\x20CLOUD_SHADOWS\x0a\x0a#elif\x20defined\x20QUALITY_4\x0a\x0a#define\x20PRIMARY_STEPS\x209\x0a#define\x20LIGHT_STEPS\x203\x0a\x0a#define\x20CLOUDS_MAX_LOD\x201\x0a#define\x20CLOUDS_MARCH_STEP\x20750.0\x0a#define\x20CLOUDS_DENS_MARCH_STEP\x20150.0\x0a#define\x20MAXIMUM_CLOUDS_STEPS\x20100\x0a#define\x20DISTANCE_QUALITY_RATIO\x200.00007\x0a#define\x20CLOUD_SHADOWS\x0a\x0a#elif\x20defined\x20QUALITY_3\x0a\x0a#define\x20PRIMARY_STEPS\x206\x0a#define\x20LIGHT_STEPS\x202\x0a\x0a#define\x20CLOUDS_MAX_LOD\x200\x0a#define\x20CLOUDS_MARCH_STEP\x20750.0\x0a#define\x20CLOUDS_DENS_MARCH_STEP\x20150.0\x0a#define\x20MAXIMUM_CLOUDS_STEPS\x2075\x0a#define\x20DISTANCE_QUALITY_RATIO\x200.0001\x0a#define\x20CLOUD_SHADOWS\x0a\x0a#elif\x20defined\x20QUALITY_2\x0a\x0a#define\x20PRIMARY_STEPS\x206\x0a#define\x20LIGHT_STEPS\x201\x0a\x0a#define\x20CLOUDS_MAX_LOD\x200\x0a#define\x20CLOUDS_MARCH_STEP\x201000.0\x0a#define\x20CLOUDS_DENS_MARCH_STEP\x20200.0\x0a#define\x20MAXIMUM_CLOUDS_STEPS\x2050\x0a#define\x20DISTANCE_QUALITY_RATIO\x200.0002\x0a#define\x20CLOUD_SHADOWS\x0a\x0a#elif\x20defined\x20QUALITY_1\x0a\x0a#define\x20PRIMARY_STEPS\x203\x0a#define\x20LIGHT_STEPS\x201\x0a\x0a#define\x20CLOUDS_MAX_LOD\x200\x0a#define\x20CLOUDS_MARCH_STEP\x201000.0\x0a#define\x20CLOUDS_DENS_MARCH_STEP\x20200.0\x0a#define\x20MAXIMUM_CLOUDS_STEPS\x2020\x0a#define\x20DISTANCE_QUALITY_RATIO\x200.0004\x0a\x0a#elif\x20defined\x20QUALITY_0\x0a\x0a#define\x20PRIMARY_STEPS\x203\x0a#define\x20LIGHT_STEPS\x201\x0a\x0a#define\x20CLOUDS_MAX_LOD\x200\x0a#define\x20CLOUDS_MARCH_STEP\x201000.0\x0a#define\x20CLOUDS_DENS_MARCH_STEP\x20200.0\x0a#define\x20MAXIMUM_CLOUDS_STEPS\x2010\x0a#define\x20DISTANCE_QUALITY_RATIO\x200.0004\x0a\x0a#else\x20//DEFAULT\x0a\x0a#define\x20PRIMARY_STEPS\x209\x0a#define\x20LIGHT_STEPS\x202\x0a\x0a#define\x20CLOUDS_MAX_LOD\x201\x0a#define\x20CLOUDS_MARCH_STEP\x20750.0\x0a#define\x20CLOUDS_DENS_MARCH_STEP\x20150.0\x0a#define\x20MAXIMUM_CLOUDS_STEPS\x2040\x0a#define\x20DISTANCE_QUALITY_RATIO\x200.0002\x0a#define\x20CLOUD_SHADOWS\x0a\x0a#endif\x0a\x0a#define\x20CLOUDS_MAX_VIEWING_DISTANCE\x20250000.0\x0a\x0a/*\x0a*\x20Utilities\x0a*/\x0avec2\x20raySphereIntersect(vec3\x20r0,\x20vec3\x20rd,\x20float\x20sr)\x20{\x0afloat\x20a\x20=\x20dot(rd,\x20rd);\x0afloat\x20b\x20=\x202.0\x20*\x20dot(rd,\x20r0);\x0afloat\x20c\x20=\x20dot(r0,\x20r0)\x20-\x20(sr\x20*\x20sr);\x0afloat\x20d\x20=\x20(b\x20*\x20b)\x20-\x204.0\x20*\x20a\x20*\x20c;\x0a\x0a//\x20stop\x20early\x20if\x20there\x20is\x20no\x20intersect\x0aif\x20(d\x20<\x200.0)\x20return\x20vec2(-1.0,\x20-1.0);\x0a\x0a//\x20calculate\x20the\x20ray\x20length\x0afloat\x20squaredD\x20=\x20sqrt(d);\x0areturn\x20vec2(\x0a(-b\x20-\x20squaredD)\x20/\x20(2.0\x20*\x20a),\x0a(-b\x20+\x20squaredD)\x20/\x20(2.0\x20*\x20a)\x0a);\x0a}\x0a\x0afloat\x20reMap\x20(float\x20value,\x20float\x20old_low,\x20float\x20old_high,\x20float\x20new_low,\x20float\x20new_high\x20)\x20{\x0areturn\x20new_low\x20+\x20(value\x20-\x20old_low)\x20*\x20(new_high\x20-\x20new_low)\x20/\x20(old_high\x20-\x20old_low);\x0a}\x0a\x0afloat\x20saturate\x20(float\x20value)\x20{\x0areturn\x20clamp(value,\x200.0,\x201.0);\x0a}\x0a\x0a/*\x0a*\x20Scattering\x20functions\x0a*/\x0afloat\x20isotropic()\x20{\x0areturn\x200.07957747154594767;\x20//1.0\x20/\x20(4.0\x20*\x20PI);\x0a}\x0a\x0afloat\x20rayleigh(float\x20costh)\x20{\x0areturn\x20(3.0\x20/\x20(16.0\x20*\x20PI))\x20*\x20(1.0\x20+\x20pow(costh,\x202.0));\x0a}\x0a\x0afloat\x20HenyeyGreenstein(float\x20g,\x20float\x20costh)\x0a{\x0areturn\x20(1.0\x20-\x20g\x20*\x20g)\x20/\x20(FOUR_PI\x20*\x20pow(1.0\x20+\x20g\x20*\x20g\x20-\x202.0\x20*\x20g\x20*\x20costh,\x203.0\x20/\x202.0));\x0a}\x0a\x0afloat\x20Schlick(float\x20k,\x20float\x20costh)\x20{\x0areturn\x20(1.0\x20-\x20k\x20*\x20k)\x20/\x20(FOUR_PI\x20*\x20pow(1.0\x20-\x20k\x20*\x20costh,\x202.0));\x0a}\x0a\x0a/*\x0a*\x20Atmosphere\x20scattering\x0a*/\x0a//\x20Atmosphere\x20by\x20Dimas\x20Leenman,\x20Shared\x20under\x20the\x20MIT\x20license\x0a//https://github.com/Dimev/Realistic-Atmosphere-Godot-and-UE4/blob/master/godot/shader/atmosphere.shader\x0avec3\x20light_intensity\x20=\x20vec3(100.0);//vec3(100.0);\x20//\x20how\x20bright\x20the\x20light\x20is,\x20affects\x20the\x20brightness\x20of\x20the\x20atmosphere\x0a//float\x20planetRadius\x20=\x206361e3;\x20//\x20the\x20radius\x20of\x20the\x20planet\x0a//float\x20atmo_radius\x20=\x206471e3;\x20//\x20the\x20radius\x20of\x20the\x20atmosphere\x0afloat\x20atmo_radius\x20=\x20planetRadius\x20+\x20111e3;\x0afloat\x20realPlanetRadius\x20=\x20planetRadius\x20+\x2010000.0;\x0afloat\x20atmo_radius_squared\x20=\x20atmo_radius\x20*\x20atmo_radius;\x20//\x20the\x20radius\x20of\x20the\x20atmosphere\x0avec3\x20beta_ray\x20=\x20vec3(5.5e-6,\x2013.0e-6,\x2022.4e-6);//vec3(5.5e-6,\x2013.0e-6,\x2022.4e-6);\x20//\x20the\x20amount\x20rayleigh\x20scattering\x20scatters\x20the\x20colors\x20(for\x20earth:\x20causes\x20the\x20blue\x20atmosphere)\x0avec3\x20beta_mie\x20=\x20vec3(21e-6);\x20//\x20vec3(21e-6);//\x20the\x20amount\x20mie\x20scattering\x20scatters\x20colors\x0avec3\x20beta_ambient\x20=\x20vec3(0.0);\x20//\x20the\x20amount\x20of\x20scattering\x20that\x20always\x20occurs,\x20can\x20help\x20make\x20the\x20back\x20side\x20of\x20the\x20atmosphere\x20a\x20bit\x20brighter\x0afloat\x20g\x20=\x200.9;\x20//\x20the\x20direction\x20mie\x20scatters\x20the\x20light\x20in\x20(like\x20a\x20cone).\x20closer\x20to\x20-1\x20means\x20more\x20towards\x20a\x20single\x20direction\x0afloat\x20height_ray\x20=\x2010e3;\x20//\x20how\x20high\x20do\x20you\x20have\x20to\x20go\x20before\x20there\x20is\x20no\x20rayleigh\x20scattering?\x0afloat\x20height_mie\x20=\x203.2e3;\x20//\x20the\x20same,\x20but\x20for\x20mie\x0afloat\x20density_multiplier\x20=\x201.0;\x20//\x20how\x20much\x20extra\x20the\x20atmosphere\x20blocks\x20light\x0a\x0a#ifdef\x20ADVANCED_ATMOSPHERE\x0avec4\x20calculate_scattering(\x0avec3\x20start,\x20\x09\x09\x09//\x20the\x20start\x20of\x20the\x20ray\x20(the\x20camera\x20position)\x0avec3\x20dir,\x20\x09\x09\x09\x09//\x20the\x20direction\x20of\x20the\x20ray\x20(the\x20camera\x20vector)\x0afloat\x20maxDistance,\x20\x09\x09//\x20the\x20maximum\x20distance\x20the\x20ray\x20can\x20travel\x20(because\x20something\x20is\x20in\x20the\x20way,\x20like\x20an\x20object)\x0avec3\x20light_dir\x0a)\x20{\x0a\x0a//\x20calculate\x20the\x20start\x20and\x20end\x20position\x20of\x20the\x20ray,\x20as\x20a\x20distance\x20along\x20the\x20ray\x0a//\x20we\x20do\x20this\x20with\x20a\x20ray\x20sphere\x20intersect\x0afloat\x20a\x20=\x20dot(dir,\x20dir);\x0afloat\x20b\x20=\x202.0\x20*\x20dot(dir,\x20start);\x0afloat\x20c\x20=\x20dot(start,\x20start)\x20-\x20atmo_radius_squared;\x0afloat\x20d\x20=\x20(b\x20*\x20b)\x20-\x204.0\x20*\x20a\x20*\x20c;\x0a\x0a//\x20stop\x20early\x20if\x20there\x20is\x20no\x20intersect\x0aif\x20(d\x20<\x200.0)\x20return\x20vec4(0.0);\x0a\x0a//\x20calculate\x20the\x20ray\x20length\x0afloat\x20squaredD\x20=\x20sqrt(d);\x0avec2\x20ray_length\x20=\x20vec2(\x0amax((-b\x20-\x20squaredD)\x20/\x20(2.0\x20*\x20a),\x200.0),\x0amin((-b\x20+\x20squaredD)\x20/\x20(2.0\x20*\x20a),\x20maxDistance)\x0a);\x0a\x0a//\x20if\x20the\x20ray\x20did\x20not\x20hit\x20the\x20atmosphere,\x20return\x20a\x20black\x20color\x0aif\x20(ray_length.x\x20>\x20ray_length.y)\x20return\x20vec4(0.0);\x0a\x0a//\x20prevent\x20the\x20mie\x20glow\x20from\x20appearing\x20if\x20there\x27s\x20an\x20object\x20in\x20front\x20of\x20the\x20camera\x0abool\x20allow_mie\x20=\x20maxDistance\x20>\x20ray_length.y;\x0a//\x20make\x20sure\x20the\x20ray\x20is\x20no\x20longer\x20than\x20allowed\x0a//ray_length.y\x20=\x20min(ray_length.y,\x20maxDistance);\x0a//ray_length.x\x20=\x20max(ray_length.x,\x200.0);\x0a\x0a//\x20get\x20the\x20step\x20size\x20of\x20the\x20ray\x0afloat\x20step_size_i\x20=\x20(ray_length.y\x20-\x20ray_length.x)\x20/\x20float(PRIMARY_STEPS);\x0a\x0a//\x20next,\x20set\x20how\x20far\x20we\x20are\x20along\x20the\x20ray,\x20so\x20we\x20can\x20calculate\x20the\x20position\x20of\x20the\x20sample\x0a//\x20if\x20the\x20camera\x20is\x20outside\x20the\x20atmosphere,\x20the\x20ray\x20should\x20start\x20at\x20the\x20edge\x20of\x20the\x20atmosphere\x0a//\x20if\x20it\x27s\x20inside,\x20it\x20should\x20start\x20at\x20the\x20position\x20of\x20the\x20camera\x0a//\x20the\x20min\x20statement\x20makes\x20sure\x20of\x20that\x0afloat\x20ray_pos_i\x20=\x20ray_length.x;\x0a\x0a//\x20these\x20are\x20the\x20values\x20we\x20use\x20to\x20gather\x20all\x20the\x20scattered\x20light\x0avec3\x20total_ray\x20=\x20vec3(0.0);\x20//\x20for\x20rayleigh\x0avec3\x20total_mie\x20=\x20vec3(0.0);\x20//\x20for\x20mie\x0a\x0a//\x20initialize\x20the\x20optical\x20depth.\x20This\x20is\x20used\x20to\x20calculate\x20how\x20much\x20air\x20was\x20in\x20the\x20ray\x0avec2\x20opt_i\x20=\x20vec2(0.0);\x0a\x0a//\x20also\x20init\x20the\x20scale\x20height,\x20avoids\x20some\x20vec2\x27s\x20later\x20on\x0avec2\x20scale_height\x20=\x20vec2(height_ray,\x20height_mie);\x0a\x0a//\x20Calculate\x20the\x20Rayleigh\x20and\x20Mie\x20phases.\x0a//\x20This\x20is\x20the\x20color\x20that\x20will\x20be\x20scattered\x20for\x20this\x20ray\x0a//\x20mu,\x20mumu\x20and\x20gg\x20are\x20used\x20quite\x20a\x20lot\x20in\x20the\x20calculation,\x20so\x20to\x20speed\x20it\x20up,\x20precalculate\x20them\x0afloat\x20mu\x20=\x20dot(dir,\x20light_dir);\x0afloat\x20mumu\x20=\x20mu\x20*\x20mu;\x0afloat\x20gg\x20=\x20g\x20*\x20g;\x0afloat\x20phase_ray\x20=\x203.0\x20/\x20(50.2654824574\x20)\x20*\x20(1.0\x20+\x20mumu);\x0a//float\x20phase_mie\x20=\x20allow_mie\x20?\x203.0\x20/\x20(25.1327412287\x20)\x20*\x20((1.0\x20-\x20gg)\x20*\x20(mumu\x20+\x201.0))\x20/\x20(pow(1.0\x20+\x20gg\x20-\x202.0\x20*\x20mu\x20*\x20g,\x201.5)\x20*\x20(2.0\x20+\x20gg))\x20:\x200.0;\x0a//\x20allow\x20some\x20mie\x20glow\x20in\x20front\x20of\x20horizon\x0a//\x20this\x20can\x20be\x20wierd\x20looking\x20through\x20some\x20mountains\x0a\x0afloat\x20phase_mie\x20=\x20(allow_mie\x20?\x203.0\x20:\x200.5\x20)\x20/\x20(25.1327412287\x20)\x20*\x20((1.0\x20-\x20gg)\x20*\x20(mumu\x20+\x201.0))\x20/\x20(pow(1.0\x20+\x20gg\x20-\x202.0\x20*\x20mu\x20*\x20g,\x201.5)\x20*\x20(2.0\x20+\x20gg));\x0a\x0a//\x20now\x20we\x20need\x20to\x20sample\x20the\x20\x27primary\x27\x20ray.\x20this\x20ray\x20gathers\x20the\x20light\x20that\x20gets\x20scattered\x20onto\x20it\x0afor\x20(int\x20i\x20=\x200;\x20i\x20<\x20PRIMARY_STEPS;\x20++i)\x20{\x0a\x0a//\x20calculate\x20where\x20we\x20are\x20along\x20this\x20ray\x0avec3\x20pos_i\x20=\x20start\x20+\x20dir\x20*\x20(ray_pos_i\x20+\x20step_size_i);\x0a\x0a//\x20and\x20how\x20high\x20we\x20are\x20above\x20the\x20surface\x0afloat\x20height_i\x20=\x20length(pos_i)\x20-\x20planetRadius;\x0a\x0a//\x20now\x20calculate\x20the\x20density\x20of\x20the\x20particles\x20(both\x20for\x20rayleigh\x20and\x20mie)\x0avec2\x20density\x20=\x20exp(-height_i\x20/\x20scale_height)\x20*\x20step_size_i;\x0a\x0a//\x20Add\x20these\x20densities\x20to\x20the\x20optical\x20depth,\x20so\x20that\x20we\x20know\x20how\x20many\x20particles\x20are\x20on\x20this\x20ray.\x0aopt_i\x20+=\x20density;\x0a\x0a//\x20Calculate\x20the\x20step\x20size\x20of\x20the\x20light\x20ray.\x0a//\x20again\x20with\x20a\x20ray\x20sphere\x20intersect\x0a//\x20a,\x20b,\x20c\x20and\x20d\x20are\x20already\x20defined\x0aa\x20=\x20dot(light_dir,\x20light_dir);\x0ab\x20=\x202.0\x20*\x20dot(light_dir,\x20pos_i);\x0ac\x20=\x20dot(pos_i,\x20pos_i)\x20-\x20atmo_radius_squared;\x0ad\x20=\x20(b\x20*\x20b)\x20-\x204.0\x20*\x20a\x20*\x20c;\x0a\x0aif\x20(d\x20<=\x200.0)\x20d\x20=\x201.0;\x20//\x20not\x20supposed\x20to\x20be\x20required\x20but\x20this\x20avoids\x20the\x20black\x20singularity\x20line\x20at\x20dusk\x20and\x20dawn\x0a\x0a//\x20no\x20early\x20stopping,\x20this\x20one\x20should\x20always\x20be\x20inside\x20the\x20atmosphere\x0a//\x20calculate\x20the\x20ray\x20length\x0afloat\x20step_size_l\x20=\x20(-b\x20+\x20sqrt(d))\x20/\x20(2.0\x20*\x20a\x20*\x20float(LIGHT_STEPS));\x0a\x0a//\x20and\x20the\x20position\x20along\x20this\x20ray\x0a//\x20this\x20time\x20we\x20are\x20sure\x20the\x20ray\x20is\x20in\x20the\x20atmosphere,\x20so\x20set\x20it\x20to\x200\x0afloat\x20ray_pos_l\x20=\x200.0;\x0a\x0a//\x20and\x20the\x20optical\x20depth\x20of\x20this\x20ray\x0avec2\x20opt_l\x20=\x20vec2(0.0);\x0a\x0a//\x20now\x20sample\x20the\x20light\x20ray\x0a//\x20this\x20is\x20similar\x20to\x20what\x20we\x20did\x20before\x0afor\x20(int\x20l\x20=\x200;\x20l\x20<\x20LIGHT_STEPS;\x20++l)\x20{\x0a\x0a//\x20calculate\x20where\x20we\x20are\x20along\x20this\x20ray\x0avec3\x20pos_l\x20=\x20pos_i\x20+\x20light_dir\x20*\x20(ray_pos_l\x20+\x20step_size_l\x20*\x200.5);\x0a\x0a//\x20the\x20heigth\x20of\x20the\x20position\x0afloat\x20height_l\x20=\x20length(pos_l)\x20-\x20planetRadius;\x0a\x0a//\x20calculate\x20the\x20particle\x20density,\x20and\x20add\x20it\x0aopt_l\x20+=\x20exp(-height_l\x20/\x20scale_height)\x20*\x20step_size_l;\x0a\x0a//\x20and\x20increment\x20where\x20we\x20are\x20along\x20the\x20light\x20ray.\x0aray_pos_l\x20+=\x20step_size_l;\x0a}\x0a\x0a//\x20Now\x20we\x20need\x20to\x20calculate\x20the\x20attenuation\x0a//\x20this\x20is\x20essentially\x20how\x20much\x20light\x20reaches\x20the\x20current\x20sample\x20point\x20due\x20to\x20scattering\x0avec3\x20attn\x20=\x20exp(-((beta_mie\x20*\x20(opt_i.y\x20+\x20opt_l.y))\x20+\x20(beta_ray\x20*\x20(opt_i.x\x20+\x20opt_l.x))));\x0a\x0a//\x20accumulate\x20the\x20scattered\x20light\x20(how\x20much\x20will\x20be\x20scattered\x20towards\x20the\x20camera)\x0atotal_ray\x20+=\x20density.x\x20*\x20attn;\x0atotal_mie\x20+=\x20density.y\x20*\x20attn;\x0a\x0a//\x20and\x20increment\x20the\x20position\x20on\x20this\x20ray\x0aray_pos_i\x20+=\x20step_size_i;\x0a}\x0a\x0a//\x20calculate\x20how\x20much\x20light\x20can\x20pass\x20through\x20the\x20atmosphere\x0afloat\x20opacity\x20=\x20length(exp(-((beta_mie\x20*\x20opt_i.y)\x20+\x20(beta_ray\x20*\x20opt_i.x))\x20*\x20density_multiplier));\x0a\x0areturn\x20vec4((\x0aphase_ray\x20*\x20beta_ray\x20*\x20total_ray\x20//\x20rayleigh\x20color\x0a+\x20phase_mie\x20*\x20beta_mie\x20*\x20total_mie\x20//\x20mie\x0a+\x20opt_i.x\x20*\x20beta_ambient\x20//\x20and\x20ambient\x0a)\x20*\x20light_intensity,\x201.0\x20-\x20opacity);\x0a}\x0a#endif\x0a\x0a/*\x0a*\x20Clouds\x20rendering\x0a*/\x0a#ifdef\x20VOLUMETRIC_CLOUDS\x0afloat\x20cloudBase_radius\x20=\x20realPlanetRadius\x20+\x20cloudBase;\x0afloat\x20cloudThickness\x20=\x20cloudTop\x20-\x20cloudBase;\x0afloat\x20cloudTop_radius\x20=\x20cloudBase_radius\x20+\x20cloudThickness;\x0afloat\x20layerPosition\x20=\x200.2;\x20//\x20set\x20the\x20layer\x20base\x20to\x2010%\x20of\x20the\x20cloud\x20height\x0afloat\x20baseThickness\x20=\x20cloudThickness\x20*\x20layerPosition;\x0afloat\x20layer\x20=\x20cloudBase\x20+\x20baseThickness;\x0a\x0a//\x20\x20\x20\x20float\x20hash(float\x20n)\x20{\x0a//\x20\x20\x20\x20\x20\x20\x20\x20return\x20fract(sin(mod(n,\x20TWO_PI))\x20*\x20753.5453123);\x0a//\x20\x20\x20\x20}\x0a\x0afloat\x20hash(float\x20p)\x0a{\x0ap\x20=\x20fract(p\x20*\x20.1031);\x0ap\x20*=\x20p\x20+\x2033.33;\x0ap\x20*=\x20p\x20+\x20p;\x0areturn\x20fract(p);\x0a}\x0a\x0afloat\x20noise(in\x20vec3\x20x)\x20{\x0avec3\x20p\x20=\x20floor(x);\x0avec3\x20f\x20=\x20fract(x);\x0af\x20=\x20f*f*(3.0\x20-\x202.0*f);\x0a\x0afloat\x20n\x20=\x20p.x\x20+\x20p.y*157.0\x20+\x20113.0*p.z;\x0areturn\x20mix(mix(mix(\x20hash(n+\x200.0),\x20hash(n+\x201.0),f.x),\x0amix(\x20hash(n+157.0),\x20hash(n+158.0),f.x),f.y),\x0amix(mix(\x20hash(n+113.0),\x20hash(n+114.0),f.x),\x0amix(hash(n+270.0),\x20hash(n+271.0),f.x),f.y),f.z);\x0a}\x0a\x0aint\x20lastFlooredPosition;\x0afloat\x20lastLiveCoverageValue\x20=\x200.0;\x0afloat\x20cloudDensity(vec3\x20p,\x20vec3\x20wind,\x20int\x20lod,\x20inout\x20float\x20heightRatio)\x20{\x0a\x0afloat\x20finalCoverage\x20=\x20cloudCover;\x0a#ifdef\x20REALTIME_CLOUDS\x0a\x0avec3\x20sphericalNormal\x20=\x20normalize(p);\x0a//\x20TODO:\x20investigate\x20czm_geodeticSurfaceNormal\x0avec2\x20positionSurfaceC\x20=\x20czm_ellipsoidWgs84TextureCoordinates(sphericalNormal);\x0afloat\x20sampledValue\x20=\x20texture2D(coverageTexture,\x20positionSurfaceC).r;\x0alastLiveCoverageValue\x20=\x20clamp((sampledValue\x20-\x200.3)\x20*\x2010.0,\x200.0,\x201.0);\x0a\x0afinalCoverage\x20*=\x20lastLiveCoverageValue;\x0a#endif\x0a\x0aif\x20(finalCoverage\x20<=\x200.1)\x20return\x200.0;\x0a\x0afloat\x20height\x20=\x20length(p)\x20-\x20realPlanetRadius;\x0aheightRatio\x20=\x20(height\x20-\x20cloudBase)\x20/\x20cloudThickness;\x0a\x0afloat\x20positionResolution\x20=\x200.002;\x0ap\x20=\x20p\x20*\x20positionResolution\x20+\x20wind;\x0a\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20shape\x20=\x20finalCoverage\x20+\x20finalCoverage\x20*\x20noise(p\x20*\x200.5);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20shapeHeight\x20=\x20finalCoverage\x20+\x20finalCoverage\x20*\x20noise(p\x20*\x200.05);\x0afloat\x20shape\x20=\x20noise(p\x20*\x200.3);\x0afloat\x20shapeHeight\x20=\x20noise(p\x20*\x200.05);\x0a\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20heightWeight;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20if\x20(height\x20>\x20layer)\x20{\x0a//\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20heightWeight\x20=\x20(height\x20-\x20layer)\x20/\x20(cloudThickness\x20*\x20(1.0\x20-\x20layerPosition));\x0a//\x20\x20\x20\x20\x20\x20\x20\x20}\x0a//\x20\x20\x20\x20\x20\x20\x20\x20else\x20{\x0a//\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20heightWeight\x20=\x20(layer\x20-\x20height)\x20/\x20(cloudThickness\x20*\x20layerPosition);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20}\x0a\x0a//\x20brownian\x20noise\x0afloat\x20bn\x20=\x200.50000\x20*\x20noise(p);\x20p\x20=\x20p\x20*\x202.0;\x0aif(\x20lod>=1\x20)\x20bn\x20+=\x200.20000\x20*\x20noise(p);\x20p\x20=\x20p\x20*\x202.11;\x0a//if(\x20lod>=2\x20)\x20bn\x20+=\x200.12500\x20*\x20noise(p);\x20p\x20=\x20p\x20*\x202.32;\x0a//if(\x20lod>=3\x20)\x20bn\x20+=\x200.06250\x20*\x20noise(p);\x0a\x0a//***********************************************\x0afloat\x20cumuloNimbus\x20=\x20saturate((shapeHeight\x20-\x200.5)\x20*\x202.0);\x0acumuloNimbus\x20*=\x20saturate(1.0\x20-\x20pow(heightRatio\x20-\x200.5,\x202.0)\x20*\x204.0);\x0a\x0afloat\x20cumulus\x20=\x20saturate(1.0\x20-\x20pow(heightRatio\x20-\x200.25,\x202.0)\x20*\x2025.0)\x20*\x20shapeHeight;\x0a\x0afloat\x20stratoCumulus\x20=\x20saturate(1.0\x20-\x20pow(heightRatio\x20-\x200.12,\x202.0)\x20*\x2060.0)\x20*\x20(1.0\x20-\x20shapeHeight);\x0a\x0afloat\x20dens\x20=\x20saturate(stratoCumulus\x20+\x20cumulus\x20+\x20cumuloNimbus)\x20*\x202.0\x20*\x20finalCoverage;\x0a\x0a//\x20substract\x20detail\x0adens\x20-=\x201.0\x20-\x20shape;\x0adens\x20-=\x20bn;\x0a\x0areturn\x20clamp(dens,\x200.0,\x201.0);\x0a\x0a//***********************************************\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cumuloNimbusCore\x20=\x20saturate((shapeHeight\x20-\x200.5)\x20*\x201.0);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20cumuloNimbusCore\x20*=\x20saturate(1.0\x20-\x20pow(heightRatio\x20-\x200.5,\x202.0)\x20*\x204.0)\x20*\x202.0;\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cumulusCore\x20=\x20saturate(1.0\x20-\x20pow(heightRatio\x20-\x200.25,\x202.0)\x20*\x2025.0)\x20*\x20shapeHeight;\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20stratoCumulusCore\x20=\x20saturate(1.0\x20-\x20pow(heightRatio\x20-\x200.12,\x202.0)\x20*\x2060.0)\x20*\x20(1.0\x20-\x20shapeHeight);\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20dens\x20=\x20saturate(stratoCumulusCore\x20+\x20cumulusCore\x20+\x20cumuloNimbusCore)\x20*\x202.0\x20*\x20finalCoverage;//(cloudHeightMultiplier\x20*\x20cloudCore)\x20*\x205.0;//\x20+\x20cloudHeightMultiplier\x20*\x205.0;\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20-=\x20saturate(1.0\x20-\x20pow(shape,\x202.0));\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20-=\x20bn;\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20return\x20clamp(dens,\x200.0,\x201.0);\x0a\x0a\x0a//***********************************************\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cumuloNimbusCore\x20=\x20saturate((shapeHeight\x20-\x200.8)\x20*\x205.0);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20cumuloNimbusCore\x20*=\x20saturate(1.0\x20-\x20pow(heightRatio\x20-\x200.5,\x202.0)\x20*\x206.0);\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cumulusCore\x20=\x20saturate(0.8\x20-\x20pow(heightRatio\x20-\x200.1,\x202.0)\x20*\x2030.0);\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20dens\x20=\x20(cumulusCore\x20+\x20cumuloNimbusCore)\x20*\x204.0\x20*\x20finalCoverage;\x0a////\x20\x20\x20\x20\x20\x20\x20\x20//\x2011.(x+0.2)-0.85)^2.(x+0.2)+0.3\x20//\x20polynomial\x20clouds\x20profile\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20-=\x20saturate(2.0\x20-\x20shape\x20*\x20shape);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20-=\x20bn;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//heightRatio\x20=\x20(heightRatio\x20/\x20cloudHeight);\x20//\x20rescale\x20height\x20ratio\x20to\x20ouput\x20for\x20lighting\x20stage\x0a//\x20\x20\x20\x20\x20\x20\x20\x20return\x20clamp(dens,\x200.0,\x201.0);\x0a//***********************************************\x0a\x0a//***********************************************\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cloudCore\x20=\x20saturate((shapeHeight\x20-\x200.8)\x20*\x205.0);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cloudHeight\x20=\x20saturate(cloudCore\x20*\x20100.0\x20+\x200.2)\x20*\x20finalCoverage;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cloudHeightMultiplier\x20=\x20saturate((cloudHeight\x20-\x20heightRatio)\x20*\x205.0);\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//float\x20cloudCore\x20=\x20cloudHeightMultiplier\x20*\x20cloudHeight;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20dens\x20=\x201.0;//(cloudHeightMultiplier\x20*\x20cloudCore)\x20*\x205.0;//\x20+\x20cloudHeightMultiplier\x20*\x205.0;\x0a////\x20\x20\x20\x20\x20\x20\x20\x20//\x2011.(x+0.2)-0.85)^2.(x+0.2)+0.3\x20//\x20polynomial\x20clouds\x20profile\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//dens\x20*=\x20(saturate(0.8\x20-\x20pow(heightRatio\x20-\x200.1,\x202.0)\x20*\x2030.0)\x20+\x20saturate(1.0\x20-\x20pow(heightRatio\x20-\x200.6,\x202.0)\x20*\x206.0));\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20-=\x20saturate(1.0\x20-\x20pow(shape,\x202.0));\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20-=\x20bn;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//heightRatio\x20=\x20(heightRatio\x20/\x20cloudHeight);\x20//\x20rescale\x20height\x20ratio\x20to\x20ouput\x20for\x20lighting\x20stage\x0a//\x20\x20\x20\x20\x20\x20\x20\x20return\x20clamp(dens,\x200.0,\x201.0);\x0a//***********************************************\x0a\x0a\x0a//\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20bn\x20=\x20mix(-0.8,\x20bn,\x20shape\x20*\x20shape)\x20+\x200.1;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20dens\x20=\x20(bn\x20/\x20cloudCover)\x20-\x20(heightWeight\x20*\x204.2\x20*\x20cloudCover);\x20//\x20steepness\x20of\x20cloud\x20border\x0a\x0a//\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20puffiness\x20=\x202.0;//clamp(3.0\x20-\x20length(windVector)\x20*\x200.2,\x201.0,\x204.0);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20dens\x20=\x20(shape\x20*\x20shape)\x20-\x20bn;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20return\x20dens;\x0a\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20puffiness\x20=\x202.0;//clamp(3.0\x20-\x20length(windVector)\x20*\x200.2,\x201.0,\x204.0);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20dens\x20=\x20mix(-0.5,\x20bn,\x20pow(shape,\x20puffiness))\x20+\x200.1;//(shape\x20*\x20shape)\x20-\x20bn;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20return\x20dens;\x0a\x0a//***********************************************\x0a//float\x20dens\x20=\x20shape;\x0a//dens\x20=\x20pow(shape,\x2010.0);\x0a////dens\x20*=\x2030.0\x20*\x20pow(0.6\x20-\x20heightRatio,\x202.0)\x20*\x20heightRatio;\x0a////dens\x20+=\x20pow(shapeHeight,\x2010.0)\x20*\x20(pow(heightRatio,\x202.0)\x20-\x20pow(heightRatio,\x2021.0));\x0a//dens\x20+=\x20pow(shapeHeight,\x2010.0)\x20*\x20(1.0\x20-\x20pow(2.0\x20-\x20heightRatio,\x202.0)\x20*\x20pow(heightRatio,\x202.0));\x0a////dens\x20*=\x207.0\x20*\x20pow(1.0\x20-\x20heightRatio,\x202.0)\x20*\x20heightRatio;\x0a//dens\x20-=\x20bn;\x0a//return\x20clamp(dens,\x200.0,\x201.0);\x0a//***********************************************\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//\x20density\x20depending\x20on\x20cloud\x20height\x20and\x20current\x20height\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cloudHeight\x20=\x20saturate((shapeHeight\x20-\x200.85)\x20*\x2010.0)\x20+\x200.2;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cloudHeightMultiplier\x20=\x20saturate((cloudHeight\x20-\x20heightRatio)\x20*\x2010.0);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20lowerCumulus\x20=\x20saturate(1.0\x20-\x2030.0\x20*\x20pow(heightRatio\x20-\x200.2,\x202.0));\x20//\x20lower\x20cumulus\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20higherCumulonimbus\x20=\x20saturate(1.0\x20-\x206.0\x20*\x20pow(heightRatio\x20-\x200.6,\x202.0));\x20//\x20lower\x20cumulus\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//float\x20dens\x20=\x20cloudHeightMultiplier;\x20//\x20*\x20(lowerCumulus\x20+\x20higherCumulonimbus);\x20//\x20*\x20shape;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20dens\x20=\x20cloudHeightMultiplier\x20*\x20(lowerCumulus\x20+\x20higherCumulonimbus)\x20*\x20shape;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20heightRatio\x20=\x20cloudHeight\x20/\x20heightRatio;\x20//\x20rescale\x20height\x20ratio\x20for\x20final\x20lighting\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20-=\x20bn;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20return\x20dens;\x0a//***********************************************\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//shape\x20=\x20pow(shape,\x202.0);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//shapeHeight\x20=\x20pow(shapeHeight,\x202.0);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20cloud_anvil_amount\x20=\x200.01;\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20heightDens\x20=\x20saturate(reMap\x20(\x20heightRatio\x20,\x200.0\x20,0.07\x20,0.0\x20,1.0));\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20stop\x20=\x20saturate(shapeHeight\x20+\x200.12);\x0a//\x20\x20\x20\x20\x20\x20\x20\x20heightDens\x20*=\x20saturate(reMap(\x20heightRatio\x20,\x20stop\x20*\x200.2\x20,\x20stop\x20,1.0\x20,0.0));\x0a//\x20\x20\x20\x20\x20\x20\x20\x20heightDens\x20=\x20pow\x20(heightDens\x20,\x20saturate(\x20reMap(\x20heightRatio\x20,0.65\x20,0.95\x20,1.0\x20,\x20(1.0\x20-\x20cloud_anvil_amount\x20*\x20finalCoverage))));\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//\x20Have\x20density\x20be\x20generally\x20increasing\x20over\x20height\x0a//\x20\x20\x20\x20\x20\x20\x20\x20float\x20dens\x20=\x20heightRatio\x20;\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//\x20Reduce\x20density\x20at\x20base\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20*=\x20saturate\x20(\x20reMap\x20(\x20heightRatio\x20,0.0\x20,0.2\x20,0.0\x20,1.0)\x20);\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//\x20Apply\x20weather_map\x20density\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20*=\x20shape\x20*\x202.0;\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//\x20Reduce\x20density\x20for\x20the\x20anvil\x20(\x20cumulonimbus\x20clouds)\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20*=\x20mix(1.0\x20,\x20saturate(\x20reMap\x20(\x20pow(\x20heightRatio\x20,0.5)\x20,0.4\x20,0.95\x20,1.0\x20,0.2)\x20)\x20,\x20cloud_anvil_amount\x20);\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//\x20Reduce\x20density\x20at\x20top\x20to\x20make\x20better\x20transition\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20*=\x20saturate\x20(\x20reMap\x20(\x20heightRatio\x20,0.9\x20,1.0\x20,1.0\x20,0.0));\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20bn\x20=\x20mix(\x20bn\x20,1.0\x20-\x20bn\x20,\x20saturate\x20(\x20heightRatio\x20*\x205.0));\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20bn\x20*=\x200.35\x20*\x20exp\x20(-\x20finalCoverage\x20*\x200.75)\x20;\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20//\x20Carve\x20away\x20more\x20from\x20the\x20shape_noise\x20using\x20detail_noise\x0a//\x20\x20\x20\x20\x20\x20\x20\x20dens\x20=\x20saturate\x20(\x20reMap\x20(\x20dens\x20,\x20bn\x20,1.0\x20,0.0\x20,1.0)\x20);\x0a//\x0a//\x20\x20\x20\x20\x20\x20\x20\x20return\x20clamp(dens\x20*\x20heightDens,\x200.0,\x201.0);\x0a}\x0a#endif\x0aprecision\x20highp\x20float;\x0a\x0auniform\x20sampler2D\x20colorTexture;\x0auniform\x20sampler2D\x20depthTexture;\x0a#ifdef\x20VOLUMETRIC_CLOUDS\x0auniform\x20sampler2D\x20volumetricCloudsTexture;\x0a#endif\x0auniform\x20float\x20backgroundFogDensity;\x0auniform\x20vec4\x20backgroundFogColor;\x0auniform\x20float\x20volumetricFogDensity;\x0auniform\x20float\x20volumetricFogBottom;\x0auniform\x20float\x20volumetricFogTop;\x0avarying\x20vec2\x20v_textureCoordinates;\x0a\x0a//const\x20float\x20sunAngularDiameterCos\x20=\x200.99995;\x0a\x0avoid\x20main()\x20{\x0a\x0avec4\x20color\x20=\x20texture2D(colorTexture,\x20v_textureCoordinates);\x0avec4\x20rawDepthColor\x20=\x20texture2D(depthTexture,\x20v_textureCoordinates);\x0a\x0a//\x20lousy\x20mobile\x20GPU\x20detection\x0a//#if\x20!defined(GL_EXT_frag_depth)\x0afloat\x20depth\x20=\x20rawDepthColor.r;//\x20depth\x20packing\x20algo\x20appears\x20to\x20be\x20buggy\x20on\x20mobile\x20so\x20only\x20use\x20the\x20most\x20significant\x20element\x20for\x20now\x0a//#else\x0a//\x20\x20\x20\x20float\x20depth\x20=\x20czm_unpackDepth(rawDepthColor);\x0a//#endif\x0a\x0avec4\x20positionEC\x20=\x20czm_windowToEyeCoordinates(gl_FragCoord.xy,\x20depth);\x0avec4\x20worldCoordinate\x20=\x20czm_inverseView\x20*\x20positionEC;\x0avec3\x20vWorldPosition\x20=\x20worldCoordinate.xyz\x20/\x20worldCoordinate.w;\x0a\x0avec3\x20posToEye\x20=\x20vWorldPosition\x20-\x20czm_viewerPositionWC;\x0avec3\x20direction\x20=\x20normalize(posToEye);\x0avec3\x20lightDirection\x20=\x20normalize(czm_sunPositionWC);\x0afloat\x20distance\x20=\x20length(posToEye);\x0a\x0afloat\x20elevation;\x0a//float\x20sundisk\x20=\x200.0;\x0a\x0a#ifdef\x20RETRO\x0a\x0a//\x20preserve\x20retro\x20sun\x0aif\x20(depth\x20>=\x200.9)\x20{\x0a\x0agl_FragColor\x20=\x20color;\x0areturn;\x0a}\x0a#endif\x0a\x0aif\x20(depth\x20>=\x201.0)\x20{\x0a\x0a//\x20out\x20of\x20earth\x20surface\x0aelevation\x20=\x20length(czm_viewerPositionWC)\x20-\x20(realPlanetRadius);\x0a\x0a//distance\x20=\x20max(distance,\x2010000000.0);\x20//\x20max\x20out\x20the\x20distance\x20when\x20looking\x20at\x20the\x20sky\x20to\x20avoid\x20clamp/arc\x20artefact\x0a\x0a//\x20try\x20to\x20simulate\x20bilboard\x20clouds\x20depth\x20mask\x20based\x20on\x20color\x20intensity\x0adistance\x20=\x2010000000.0\x20*\x20(1.0\x20-\x20min(0.5,\x20length(color.rgb)));\x0a\x0a//color\x20=\x20clamp(color\x20-\x20vec4(czm_lightColor.z),\x200.0,\x201.0);\x20//\x20darken\x20night\x20sky\x20proportionaly\x20to\x20sun\x20intensity\x0a}\x0aelse\x20{\x0aelevation\x20=\x20length(vWorldPosition)\x20-\x20(realPlanetRadius);\x0a}\x0a\x0a//\x20Volumetric\x20Fog\x0afloat\x20fragFogDensity;\x0afragFogDensity\x20=\x20clamp((volumetricFogTop\x20-\x20elevation)\x20/\x20(volumetricFogTop\x20-\x20volumetricFogBottom),\x200.0,\x201.0)\x20*\x20volumetricFogDensity\x20*\x20depth;\x20//\x20volumetric\x0acolor\x20=\x20mix(color,\x20vec4(czm_lightColor,\x201.0),\x20clamp(fragFogDensity,\x200.0,\x201.0));\x0a\x0a#if\x20defined(VOLUMETRIC_CLOUDS)\x0a\x0afloat\x20depthMaskDistance\x20=\x200.5;\x0a\x0aif\x20(length(czm_viewerPositionWC)\x20<\x20cloudBase_radius)\x20{\x0adepthMaskDistance\x20=\x200.9;\x20//\x20try\x20to\x20include\x20distant\x20trees\x20and\x20object\x20in\x20the\x20mask\x0a}\x0a\x0a#if\x20defined(CLOUD_SHADOWS)\x0a\x0afloat\x20baseDistance\x20=\x20cloudBase_radius\x20+\x20baseThickness;\x0a\x0a//\x20if\x20this\x20is\x20ground\x20and\x20sun\x20is\x20up\x20and\x20ground\x20is\x20below\x20cloud\x20base\x0aif\x20(depth\x20<\x201.0\x20&&\x20czm_lightColor.z\x20>\x200.15\x20&&\x20length(vWorldPosition)\x20<\x20baseDistance)\x20{\x0avec3\x20wind\x20=\x20windVector\x20*\x20czm_frameNumber\x20*\x20windSpeedRatio;\x0afloat\x20mask\x20=\x201.0;\x0avec2\x20toClouds\x20=\x20raySphereIntersect(vWorldPosition,\x20-lightDirection,\x20baseDistance);\x0avec3\x20position\x20=\x20vWorldPosition\x20+\x20(-lightDirection\x20*\x20toClouds.x);\x0a\x0afloat\x20hr;\x0afloat\x20dens\x20=\x20cloudDensity(position,\x20wind,\x200,\x20hr);\x0amask\x20=\x20clamp(1.0\x20-\x20dens,\x200.2,\x201.0);\x0acolor\x20*=\x20mask;\x0a\x0a/*\x0a//\x20reflection\x0avec3\x20surfaceNormal\x20=\x20normalize(vWorldPosition);\x0avec3\x20reflectedDirection\x20=\x20reflect(-direction,\x20surfaceNormal);\x0atoClouds\x20=\x20raySphereIntersect(vWorldPosition,\x20reflectedDirection,\x20baseDistance);\x0aposition\x20=\x20vWorldPosition\x20+\x20(reflectedDirection\x20*\x20toClouds.x);\x0adens\x20=\x20cloudDensity(position,\x20wind,\x200,\x20hr);\x0acolor\x20+=\x20vec4(0.1)\x20*\x20dens;\x0a*/\x0a}\x0a#endif\x0a#endif\x0a\x0a#ifdef\x20ADVANCED_ATMOSPHERE\x0a\x0a//\x20atmosphere\x20scattering\x0avec4\x20atmosphereColor\x20=\x20calculate_scattering(\x0aczm_viewerPositionWC,\x0adirection,\x0adistance,\x0alightDirection\x0a);\x0a\x0acolor\x20=\x20atmosphereColor\x20+\x20color\x20*\x20(1.0\x20-\x20atmosphereColor.a);\x0a\x0a#ifdef\x20VOLUMETRIC_CLOUDS\x0a//\x20mix\x20in\x20scene+atmosphere\x20and\x20clouds\x0a\x0avec4\x20clouds\x20=\x20texture2D(volumetricCloudsTexture,\x20v_textureCoordinates);\x0a\x0aclouds.rgb\x20*=\x203.0;\x0a//\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20clouds.rgb\x20=\x20atmosphereColor.rgb\x20+\x20clouds.rgb\x20*\x20(1.0\x20-\x20atmosphereColor.a);\x0acolor\x20=\x20mix(color,\x20clouds,\x20clouds.a\x20*\x20clouds.a\x20*\x20clamp((depth\x20-\x20depthMaskDistance)\x20*\x20100.0,\x200.0,\x201.0));\x0a\x0a\x0a\x0a#endif\x0a\x0a//\x20tone\x20mapping\x0afloat\x20exposure\x20=\x201.0;\x0acolor\x20=\x20vec4(1.0\x20-\x20exp(-exposure\x20*\x20color));\x0a//float\x20gamma\x20=\x200.8;\x0a//color\x20=\x20pow(color,\x20vec4(1.0\x20/\x20gamma));\x0a\x0a#endif\x0a\x0a////\x20Screen\x20Space\x20Reflection\x0a//if\x20(depth\x20<\x201.0\x20&&\x20color.b\x20>\x200.5\x20&&\x20color.r\x20<\x200.2\x20&&\x20color.g\x20<\x200.2)\x20{\x0a//\x20\x20\x20\x20vec3\x20surfaceNormal\x20=\x20normalize(vWorldPosition);\x0a//\x20\x20\x20\x20float\x20incidence\x20=\x20clamp(dot(-direction,\x20surfaceNormal),\x200.0,\x201.0);\x0a//\x20\x20\x20\x20vec4\x20reflection\x20=\x20texture2D(volumetricCloudsTexture,\x20vec2(v_textureCoordinates.x,\x20v_textureCoordinates.y\x20+\x20incidence\x20*\x202.0));\x0a//\x20\x20\x20\x20vec4\x20reflectionGround\x20=\x20texture2D(colorTexture,\x20vec2(v_textureCoordinates.x,\x20v_textureCoordinates.y\x20+\x20incidence\x20*\x202.0));\x0a//\x20\x20\x20\x20color\x20=\x20mix(color,\x20reflectionGround,\x20clamp((0.3\x20-\x20incidence)\x20*\x202.0,\x200.0,\x201.0));\x0a//\x20\x20\x20\x20color\x20=\x20mix(color,\x20reflection,\x20clamp((0.3\x20-\x20incidence)\x20*\x202.0,\x200.0,\x201.0)\x20*\x20reflection.a);\x0a//}\x0a\x0a\x0a//\x20background\x20fog\x20(used\x20for\x20precipitation)\x0afloat\x20backFogDensity;\x0abackFogDensity\x20+=\x20backgroundFogDensity\x20*\x20depth;\x0acolor\x20=\x20mix(color,\x20vec4(backgroundFogColor.rgb,\x201.0),\x20clamp(backFogDensity,\x200.0,\x201.0));\x0a\x0agl_FragColor\x20=\x20color;\x0a}\x0a','createLinearRing','getDefaultRenderState','firstPersonControlEyeHeight','manipulatePoint-bottom-front-left','rz&L','heights','\x0a\x20\x20\x20\x20uniform\x20sampler2D\x20colorTexture;\x0a\x20\x20\x20\x20uniform\x20sampler2D\x20depthTexture;\x0a\x20\x20\x20\x20const\x20int\x20LightNum\x20=\x20LightNumVlaue;\x0a\x20\x20\x20\x20uniform\x20vec4\x20lightPositionEC[LightNum];\x0a\x20\x20\x20\x20uniform\x20float\x20intensity[LightNum];\x0a\x20\x20\x20\x20uniform\x20vec3\x20lightColor[LightNum];\x0a\x20\x20\x20\x20uniform\x20vec3\x20direction[LightNum];\x0a\x20\x20\x20\x20uniform\x20float\x20outerConeCos[LightNum];\x0a\x20\x20\x20\x20uniform\x20float\x20innerConeCos[LightNum];\x0a\x20\x20\x20\x20uniform\x20vec2\x20shadowMapDarknessType[LightNum];\x0a\x20\x20\x20\x20in\x20vec2\x20v_textureCoordinates;\x0a\x20\x20\x20\x20const\x20float\x20M_PI\x20=\x203.141592653589793;\x0a\x20\x20\x20\x20vec3\x20getEyeCoordinate3FromWindowCoordinate(vec2\x20fragCoord,\x20float\x20logDepthOrDepth)\x20{\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20vec4\x20eyeCoordinate\x20=\x20czm_windowToEyeCoordinates(fragCoord,\x20logDepthOrDepth);\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20return\x20eyeCoordinate.xyz\x20/\x20eyeCoordinate.w;\x0a\x20\x20\x20\x20\x20\x20\x20\x20}\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20vec3\x20vectorFromOffset(vec4\x20eyeCoordinate,\x20vec2\x20positiveOffset)\x20{\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20vec2\x20glFragCoordXY\x20=\x20v_textureCoordinates.xy\x20*\x20czm_viewport.zw;\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20upOrRightLogDepth\x20=\x20czm_unpackDepth(texture(depthTexture,\x20(glFragCoordXY\x20+\x20positiveOffset)\x20/\x20czm_viewport.zw));\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20downOrLeftLogDepth\x20=\x20czm_unpackDepth(texture(depthTexture,\x20(glFragCoordXY\x20-\x20positiveOffset)\x20/\x20czm_viewport.zw));\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20bvec2\x20upOrRightInBounds\x20=\x20lessThan(glFragCoordXY\x20+\x20positiveOffset,\x20czm_viewport.zw);\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20useUpOrRight\x20=\x20float(upOrRightLogDepth\x20>\x200.0\x20&&\x20upOrRightInBounds.x\x20&&\x20upOrRightInBounds.y);\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20useDownOrLeft\x20=\x20float(useUpOrRight\x20==\x200.0);\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20vec3\x20upOrRightEC\x20=\x20getEyeCoordinate3FromWindowCoordinate(glFragCoordXY\x20+\x20positiveOffset,\x20upOrRightLogDepth);\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20vec3\x20downOrLeftEC\x20=\x20getEyeCoordinate3FromWindowCoordinate(glFragCoordXY\x20-\x20positiveOffset,\x20downOrLeftLogDepth);\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20return\x20(upOrRightEC\x20-\x20(eyeCoordinate.xyz\x20/\x20eyeCoordinate.w))\x20*\x20useUpOrRight\x20+\x20((eyeCoordinate.xyz\x20/\x20eyeCoordinate.w)\x20-\x20downOrLeftEC)\x20*\x20useDownOrLeft;\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20}\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20getRangeAttenuation(float\x20range,\x20float\x20d)\x20{\x0a\x20\x20if\x20(range\x20<=\x200.0)\x20{\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20return\x201.0\x20/\x20pow(d,\x202.0);\x0a\x20\x20}\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20return\x20max(min(1.0\x20-\x20pow(d/range,\x204.0),\x201.0),\x200.0)\x20/\x20pow(d,\x202.0);}\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20getSpotAttenuation(vec3\x20pointToLight,\x20vec3\x20direction,\x20float\x20outerConeCos,\x20float\x20innerConeCos)\x20{\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20float\x20actualCos\x20=\x20dot(normalize(direction),\x20normalize(-pointToLight));\x0a\x20\x20\x20\x20if\x20(actualCos\x20>\x20outerConeCos)\x20{\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20if\x20(actualCos\x20<\x20innerConeCos)\x20{\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20return\x20smoothstep(outerConeCos,\x20innerConeCos,\x20actualCos);\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20}\x0a\x20\x20\x20\x20\x2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