// All material copyright Esri, All Rights Reserved, unless otherwise specified. // See https://js.arcgis.com/4.30/esri/copyright.txt for details. //>>built define("exports ../core/mathUtils ../core/libs/gl-matrix-2/factories/mat3f64 ../core/libs/gl-matrix-2/math/vec2 ../core/libs/gl-matrix-2/factories/vec2f64 ../views/3d/environment/CloudsPresets ../views/3d/environment/CloudsTechniqueConfiguration ../views/3d/environment/NoiseTextureAtlasDimensions ../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl ../views/3d/webgl-engine/core/shaderModules/Float2PassUniform ../views/3d/webgl-engine/core/shaderModules/FloatPassUniform ../views/3d/webgl-engine/core/shaderModules/interfaces ../views/3d/webgl-engine/core/shaderModules/Matrix3PassUniform ../views/3d/webgl-engine/core/shaderModules/ShaderBuilder ../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform".split(" "), function(g,f,q,r,l,t,m,e,u,v,d,b,w,x,y){function n(h){const k=new x.ShaderBuilder;k.include(u.ScreenSpacePass,!1);const c=k.fragment;c.uniforms.add(new d.FloatPassUniform("cloudRadius",a=>a.cloudRadius),new d.FloatPassUniform("power",a=>f.lerp(35,120,a.absorption)),new d.FloatPassUniform("sigmaE",a=>1+a.absorption),new d.FloatPassUniform("density",a=>f.lerp(0,.3,a.density)),new d.FloatPassUniform("cloudSize",a=>f.lerp(0,.02,Math.max(.01,1-a.cloudSize))),new d.FloatPassUniform("detailSize",a=>f.lerp(0, .2,Math.max(.01,1-a.detailSize))),new d.FloatPassUniform("smoothness",a=>f.lerp(0,.5,1-a.smoothness)),new d.FloatPassUniform("cloudHeight",a=>f.lerp(0,1500,a.cloudHeight)),new d.FloatPassUniform("coverage",a=>a.coverage),new w.Matrix3PassUniform("view",a=>a.viewMatrix),new y.Texture2DPassUniform("cloudShapeTexture",a=>null!=a.noiseTexture?a.noiseTexture.textureAtlas:null),new v.Float2PassUniform("cloudVariables",a=>r.set(z,a.coverage,a.absorption)));c.constants.add("halfCubeMapSize","float",.5*h.cubeMapSize); c.code.add(b.glsl` const int STEPS = ${h.steps===m.RayMarchingSteps.SIXTEEN?b.glsl`16`:h.steps===m.RayMarchingSteps.HUNDRED?b.glsl`100`:b.glsl`200`}; const int STEPS_LIGHT = 6; const float stepL = 300.0 / float(STEPS_LIGHT); const float cloudStart = 1500.0; vec3 rayDirection(vec2 fragCoord) { vec2 xy = fragCoord - halfCubeMapSize; return normalize(vec3(-xy, -halfCubeMapSize)); } float remap(float x, float low1, float high1, float low2, float high2) { return low2 + (x - low1) * (high2 - low2) / (high1 - low1); } float saturate(float x) { return clamp(x, 0.0, 1.0); }`);c.code.add(b.glsl` float getCloudShape(vec3 pos, float pOffset) { const float textureWidth = ${b.glsl.float(e.atlasSize)}; const float dataWidth = ${b.glsl.float(e.atlasSize)}; const float tileRows = ${b.glsl.float(e.tileRows)}; const vec3 atlasDimensions = vec3(${b.glsl.float(e.tileSize)}, ${b.glsl.float(e.tileSize)}, tileRows * tileRows); //Change from Y being height to Z being height vec3 p = float(${b.glsl.float(e.textureScale)}) * pos.xzy; //Pixel coordinates of point in the 3D data vec3 coord = vec3(mod(p - pOffset * atlasDimensions, atlasDimensions)); float f = fract(coord.z); float level = floor(coord.z); float tileY = floor(level / tileRows); float tileX = level - tileY * tileRows; //The data coordinates are offset by the x and y tile, the two boundary cells between each tile pair and the initial boundary cell on the first row/column vec2 offset = atlasDimensions.x * vec2(tileX, tileY) + 2.0 * vec2(tileX, tileY) + 1.0; vec2 pixel = coord.xy + offset; vec2 data = texture(cloudShapeTexture, mod(pixel, dataWidth) / textureWidth).xy; return 1.0 - mix(data.x, data.y, f); } float getCloudMap(vec2 p){ // Shift the texture center to origin to avoid seam artifacts vec2 uv = (${b.glsl.float(e.weatherMapScale)} * p) / ${b.glsl.float(e.atlasSize)} + 0.5; return texture(cloudShapeTexture, uv).a; } `);c.code.add(b.glsl`float clouds(vec3 p) { float cloud = saturate(0.5 * mix(0.0, 1.0, min(2.0 * coverage, 1.0))); if (cloud <= 0.0) { return 0.0; } float cloudMap = getCloudMap(cloudSize * p.xy); cloud = mix(cloud, min(2.0 * (coverage), 1.0) * cloudMap, min(2.0 * (1.0 - coverage), 1.0)); if (cloud <= 0.0) { return 0.0; } float shape = getCloudShape(8.0 * cloudSize * p, 0.0); cloud = saturate(remap(cloud, smoothness * shape, 1.0, 0.0, 1.0)); if (cloud <= 0.0) { return 0.0; } float heightFraction = saturate((length(p) - cloudRadius - cloudStart) / cloudHeight); cloud *= saturate(remap(heightFraction, 0.0, 0.25, 0.0, 1.0)) * smoothstep(1.0, 0.25, heightFraction); if (cloud <= 0.0) { return 0.0; } return density * saturate(remap(cloud, 0.35 * smoothness * getCloudShape(detailSize * p, 0.0), 1.0, 0.0, 1.0)); }`);c.code.add(b.glsl`vec2 sphereIntersections(vec3 start, vec3 dir, float radius) { float a = dot(dir, dir); float b = 2.0 * dot(dir, start); float c = dot(start, start) - (radius * radius); float d = (b * b) - 4.0 * a * c; if (d < 0.0) { return vec2(1e5, -1e5); } return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a)); } float HenyeyGreenstein(float g, float costh) { return (1.0 / (4.0 * 3.1415)) * ((1.0 - g * g) / pow(1.0 + g * g - 2.0 * g * costh, 1.5)); }`);c.code.add("\n float multipleOctaves(float extinction, float mu, float stepL) {\n float attenuation \x3d 1.0;\n float contribution \x3d 1.0;\n float phaseAttenuation \x3d 1.0;\n float luminance \x3d 0.0;\n\n for (int i \x3d 0; i \x3c 4; i++) {\n float phase \x3d mix(HenyeyGreenstein(0.0, mu), HenyeyGreenstein(0.3 * phaseAttenuation, mu), 0.7);\n luminance +\x3d contribution * phase * exp(-stepL * extinction * sigmaE * attenuation);\n attenuation *\x3d 0.2;\n contribution *\x3d 0.6;\n phaseAttenuation *\x3d 0.5;\n }\n\n return luminance;\n }"); c.code.add(b.glsl`float lightRay(vec3 org, vec3 p, float phaseFunction, float mu, vec3 sunDirection) { float lightRayDensity = clouds(p); lightRayDensity += clouds(p + sunDirection * 1.0 * stepL); lightRayDensity += clouds(p + sunDirection * 2.0 * stepL); lightRayDensity += clouds(p + sunDirection * 3.0 * stepL); lightRayDensity += clouds(p + sunDirection * 4.0 * stepL); lightRayDensity += clouds(p + sunDirection * 5.0 * stepL); float beersLaw = multipleOctaves(lightRayDensity, mu, stepL); return mix(beersLaw * 2.0 * (1.0 - (exp(-stepL * lightRayDensity * 2.0 * sigmaE ))), beersLaw, 0.5 + 0.5 * mu); }`);c.code.add(b.glsl`float mainRay(vec3 org, vec3 dir, vec3 sunDirection, float distToStart, float totalDistance, out float totalTransmittance) { if (dir.z < 0.0) { return 0.0; } totalTransmittance = 1.0; float stepS = totalDistance / float(STEPS); float cameraHeight = length(org); float mu = 0.5 + 0.5 * dot(sunDirection, dir); float phaseFunction = mix(HenyeyGreenstein(-0.3, mu), HenyeyGreenstein(0.3, mu), 0.7); vec3 p = org + distToStart * dir; float dist = distToStart; float shading = 0.0; for (int i = 0; i < STEPS; i++) { float sampleDensity = clouds(p); float sampleSigmaE = sampleDensity * sigmaE; if (sampleDensity > 0.0 ) { float ambient = mix((1.2), (1.6), saturate((length(p) - cloudRadius - cloudStart) / cloudHeight)); float luminance = sampleDensity * (ambient + power * phaseFunction * lightRay(org, p, phaseFunction, mu, sunDirection)); float transmittance = exp(-sampleSigmaE * stepS); shading += totalTransmittance * (luminance - luminance * transmittance) / sampleSigmaE; totalTransmittance *= transmittance; if (totalTransmittance <= 0.001) { totalTransmittance = 0.0; break; } } dist += stepS; p = org + dir * dist; } return shading; }`);c.code.add(b.glsl`void main() { if (coverage == 0.0) { fragColor = vec4(0.0, 1.0, 0.0, 1.0); return; } vec3 rayDir = rayDirection(gl_FragCoord.xy); rayDir = normalize(view * rayDir); vec3 viewPos = vec3(0, 0, cloudRadius + 1.0); bool hitsPlanet = rayDir.z < 0.0; float hazeFactor = smoothstep(-0.01, mix(0.0, 0.075, cloudVariables.x), abs(dot(rayDir, vec3(0, 0, 1)))); float totalTransmittance = 1.0; float shading = 0.0; if (hitsPlanet) { shading = clamp(1.0 - cloudVariables.y, 0.6, 1.0) * (1.0 - hazeFactor); totalTransmittance = hazeFactor; fragColor = vec4(shading, totalTransmittance, shading, totalTransmittance); return; } vec2 rayStartIntersect = sphereIntersections(viewPos, rayDir, cloudRadius + cloudStart); vec2 rayEndIntersect = sphereIntersections(viewPos, rayDir, cloudRadius + cloudStart + cloudHeight); float distToStart = rayStartIntersect.y; float totalDistance = rayEndIntersect.y - distToStart; vec3 sunDirection = normalize(vec3(0, 0, 1)); shading = 0.5 * mainRay(viewPos, rayDir, sunDirection, distToStart, totalDistance, totalTransmittance); shading = mix(clamp(1.0 - cloudVariables.y, 0.6, 1.0), shading, hazeFactor); totalTransmittance = mix(0.0, totalTransmittance, hazeFactor); fragColor = vec4(shading, totalTransmittance, shading, totalTransmittance); }`);return k}class p extends b.NoParameters{constructor(){super(...arguments);this.coverage=this.cloudHeight=this.smoothness=this.density=this.absorption=this.detailSize=this.cloudSize=this.cloudRadius=0;this.raymarchingSteps=t.cloudPresets.default.raymarchingSteps;this.weatherTile=l.create();this.viewMatrix=q.create()}}const z=l.create(),A=Object.freeze(Object.defineProperty({__proto__:null,CloudsPassParameters:p,build:n},Symbol.toStringTag,{value:"Module"}));g.Clouds=A;g.CloudsPassParameters=p; g.build=n});