/******************************************************************************* * 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"); } }