/*******************************************************************************
* Copyright 2014 Geoscience Australia
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package au.gov.ga.earthsci.worldwind.common.layers.sun;
import java.io.InputStream;
import javax.media.opengl.GL2;
import au.gov.ga.earthsci.worldwind.common.render.Shader;
/**
* Shader for computing sun rays, lens flare, halo, and dirty lens.
*
* @author Michael de Hoog (michael.dehoog@ga.gov.au)
*/
@SuppressWarnings("nls")
public class SunRaysLensFlareHaloShader extends Shader
{
private int sunPosProj = -1;
public void use(GL2 gl, float projectedSunPosX, float projectedSunPosY)
{
if (super.use(gl))
{
gl.glUniform2f(sunPosProj, projectedSunPosX, projectedSunPosY);
}
}
@Override
protected void getUniformLocations(GL2 gl)
{
gl.glUniform1i(gl.glGetUniformLocation(shaderProgram, "LowBlurredSunTexture"), 0);
gl.glUniform1i(gl.glGetUniformLocation(shaderProgram, "HighBlurredSunTexture"), 1);
gl.glUniform1i(gl.glGetUniformLocation(shaderProgram, "DirtTexture"), 2);
gl.glUniform1f(gl.glGetUniformLocation(shaderProgram, "Dispersal"), 0.1875f);
gl.glUniform1f(gl.glGetUniformLocation(shaderProgram, "HaloWidth"), 0.45f);
gl.glUniform1f(gl.glGetUniformLocation(shaderProgram, "Intensity"), 2.25f);
gl.glUniform3f(gl.glGetUniformLocation(shaderProgram, "Distortion"), 0.94f, 0.97f, 1.00f);
sunPosProj = gl.glGetUniformLocation(shaderProgram, "SunPosProj");
}
@Override
protected InputStream getVertexSource()
{
return getClass().getResourceAsStream("SunVertexShader.glsl");
}
@Override
protected InputStream getFragmentSource()
{
return getClass().getResourceAsStream("SunRaysLensFlareHaloFragmentShader.glsl");
}
}