Add existing to tracked
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+61
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//This file is automatically rebuilt by the Cesium build process.
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export default "in vec3 v_outerPositionWC;\n\
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\n\
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uniform vec3 u_hsbShift;\n\
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\n\
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#ifndef PER_FRAGMENT_ATMOSPHERE\n\
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in vec3 v_mieColor;\n\
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in vec3 v_rayleighColor;\n\
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in float v_opacity;\n\
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in float v_translucent;\n\
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#endif\n\
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\n\
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void main (void)\n\
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{\n\
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float lightEnum = u_radiiAndDynamicAtmosphereColor.z;\n\
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vec3 lightDirection = czm_getDynamicAtmosphereLightDirection(v_outerPositionWC, lightEnum);\n\
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\n\
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vec3 mieColor;\n\
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vec3 rayleighColor;\n\
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float opacity;\n\
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float translucent;\n\
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\n\
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#ifdef PER_FRAGMENT_ATMOSPHERE\n\
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computeAtmosphereScattering(\n\
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v_outerPositionWC,\n\
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lightDirection,\n\
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rayleighColor,\n\
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mieColor,\n\
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opacity,\n\
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translucent\n\
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);\n\
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#else\n\
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mieColor = v_mieColor;\n\
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rayleighColor = v_rayleighColor;\n\
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opacity = v_opacity;\n\
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translucent = v_translucent;\n\
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#endif\n\
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\n\
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vec4 color = computeAtmosphereColor(v_outerPositionWC, lightDirection, rayleighColor, mieColor, opacity);\n\
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\n\
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#ifndef HDR\n\
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color.rgb = czm_pbrNeutralTonemapping(color.rgb);\n\
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color.rgb = czm_inverseGamma(color.rgb);\n\
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#endif\n\
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\n\
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#ifdef COLOR_CORRECT\n\
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const bool ignoreBlackPixels = true;\n\
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color.rgb = czm_applyHSBShift(color.rgb, u_hsbShift, ignoreBlackPixels);\n\
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#endif\n\
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\n\
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// For the parts of the sky atmosphere that are not behind a translucent globe,\n\
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// we mix in the default opacity so that the sky atmosphere still appears at distance.\n\
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// This is needed because the opacity in the sky atmosphere is initially adjusted based\n\
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// on the camera height.\n\
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if (translucent == 0.0) {\n\
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color.a = mix(color.b, 1.0, color.a) * smoothstep(0.0, 1.0, czm_morphTime);\n\
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}\n\
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\n\
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out_FragColor = color;\n\
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}\n\
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";
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