

Vec3 v3SampleRay = v3Ray * fSampleLength Initialize the scattering loop variablesįloat fScaledLength = fSampleLength * fScale

Vec3 v3Start = v3CameraPos + v3Ray * fNear įloat fStartAngle = dot(v3Ray, v3Start) / fOuterRadius įloat fStartDepth = exp(-fInvScaleDepth) įloat fStartOffset = fStartDepth * scale(fStartAngle) Calculate the ray's start and end positions in the atmosphere, the outer atmosphere (point A in Figure 16-3)įloat fNear = getNearIntersection(v3CameraPos, v3Ray, fCameraHeight*fCameraHeight, fOuterRadius*fOuterRadius) Calculate the closest intersection of the ray with is the far point of the ray passing through the atmosphere) Get the ray from the camera to the vertex and its length (which Uniform float fCameraHeight // The camera's current heightĬonst float fOuterRadius=6500.0 // The outer (atmosphere) radiusĬonst float fInnerRadius=6371.0 // The inner (planetary) radiusĬonst float fKrESun=Kr*ESun // Kr * ESunĬonst float fKmESun=Km*ESun // Km * ESunĬonst float fKr4PI=Kr*4.0*M_PI // Kr * 4 * PIĬonst float fKm4PI=Km*4.0*M_PI // Km * 4 * PIĬonst float fScale=1.0/(fOuterRadius-fInnerRadius) // 1 / (fOuterRadius - fInnerRadius)Ĭonst float fScaleOverScaleDepth= fScale / fScaleDepth // fScale / fScaleDepthįloat getNearIntersection(vec3 v3Pos, vec3 v3Ray, float fDistance2, float fRadius2) Uniform vec3 v3InvWavelength // 1 / pow(wavelength, 4) for RGB Uniform vec3 v3LightDir // Direction vector to the light source Uniform vec3 v3CameraPos, // The camera's current position I tried using the following but get zero vectors at the entrance of the fragment shader Perhaps this should do ShaderMaterialCosmos, where to pass position of the camera, and calculate how should be painted pixel. Model of the cosmos: cosmos= new THREE.Mesh(new THREE.SphereGeometry(50000,32,32),ShaderMaterialCosmos) Īnd a light source: sun = new THREE.DirectionalLight() Please provide prompt how to make the atmosphere of the Earth so that it is visible from space and from the ground (as shown in the image)Ī model of the earth: Earth = new THREE.Mesh(new THREE.SphereGeometry(6700,32,32),ShaderMaterialEarth)
