$input "glsles.h"
#ifdef USE_IMPROVED_SHADER_VARIATION
$input "atmosphere.glsllib"
#endif
#if defined(VIEWSHED_DEPTH_WRITE) || defined(VIEWSHED_RENDER)
$input "viewshed.h"
#endif

attribute vec3 ig_Normal;
attribute vec4 ig_Color;

// has_lighting tracks the igVisualContext lighting enabled state.
// Diorama buildings that do not have normals have lighting turned off in the
// scene-graph and should do lighting using the vertex normal.
// Detecting 0-length normals in the shader does not appear to
// work for diormam buildings (perhaps because the normal data is garbage,
// instead of being absent like it is in the terrain data).
// TODO(baustin): Remove the has_lighting test once the 0-length check can be
// made to work for diorama buildings.
// NOTE(cdonner): If this declaration ever goes away, the one in lighting.h must
// be uncommented!
uniform float has_lighting;

// Lighting depends on ig_Normal and ig_Color being declared, so the $input must
// be after the attributes.
#if defined(MODEL) || defined(USE_IMPROVED_SHADER_VARIATION)
$input "lighting.h"
#endif

#if defined(PACKED_VERTS)
#define igv_Vertex ig_VertexAttr0
#define igv_MultiTexCoord0 ig_VertexAttr1
attribute vec3 igv_Vertex;
attribute vec2 igv_MultiTexCoord0;
#else
#define igv_Vertex ig_Vertex
#define igv_MultiTexCoord0 ig_MultiTexCoord0
attribute vec4 igv_Vertex;
attribute vec4 igv_MultiTexCoord0;
#endif

uniform vec3 worldOriginInView;
uniform vec4 dirToCameraAndFogDensity;
uniform vec4 groundSunOffVertexParams;
uniform vec4 projScalingFactor;
uniform vec4 quadrantMask;

// Specify variables which are shared by multiple shader configurations.
#if defined(ATMOSPHERE_ON) && defined(GROUND)
  #if defined(SUN_ON)
    #define NEED_POS_IN_VIEW
  #elif defined(SUN_OFF)
    #if !defined(USE_SIMPLIFIED_SHADER_VARIATION)
      #define NEED_POS_IN_VIEW
    #endif
  #endif
#endif  // defined(ATMOSPHERE_ON) && defined(GROUND)

#if defined(ATMOSPHERE_ON) && defined(SKY)
  #if defined(SUN_ON)
    #define NEED_POS_IN_VIEW
  #endif
#endif  // defined(ATMOSPHERE_ON) && defined(SKY)

#if defined(ATMOSPHERE_OFF)
  #if defined(SUN_ON)
    #define NEED_POS_IN_VIEW
  #endif
#endif  // defined (ATMOSPHERE_OFF)


// Now that we know which variables will be needed, declare them.

// All shaders need vertex position in clip-space.
vec4 g_posInClip;

#if defined(NEED_POS_IN_VIEW)
highp vec3 g_posInView;
#endif


void InitGlobals() {
  // OpenGL ES spec says that "w" component should be set to 1.0
  // if not specified, but we don't trust our drivers.
  vec4 pos = vec4(igv_Vertex.xyz, 1.0);

#if defined(VIEWSHED_DEPTH_WRITE) || defined(VIEWSHED_RENDER)
  InitViewshed(pos);
#endif

  // All shaders need vertex position in clip-space.
  g_posInClip = ig_ModelViewProjectionMatrix * pos;
  // Clamp vertex depth to the far plane. This forces the sky to always
  // be drawn even if the far plane is closer than the outer atmosphere.
  // Some GL drivers (mostly Android... see eg: b/6722357) have problems
  // when z == w, so ensure z is strictly smaller.
  g_posInClip.z = min(g_posInClip.z, g_posInClip.w * 0.99999);

#if defined(NEED_POS_IN_VIEW)
  g_posInView = (ig_ModelViewMatrix * pos).xyz * projScalingFactor.x;
#endif

#if defined(MODEL) || defined(USE_IMPROVED_SHADER_VARIATION)
  v_global_color = ApplyModelLighting();
#endif
}


#if defined(SUN_ON)
// The direction vector to the light source.
uniform vec4 cameraToSunDirAndExposure;
// .y has Normalized Camera Dot Light
// .z has Max Camera Angle subtended by planet
// .w has Camera Height * Camera Height
uniform vec4 cameraLightInfo;
// .x has ground shader start depth
// .y has scatter power coefficient
// .z has rayleighToneDown Coefficient
// .w has atmosphere rayleigh opacity alpha
uniform vec4 startupConsts;
// xyz: Extra ambient color that is stronger during sunsets (and sunrises).
// w: density used in fog exp2 function.
uniform vec4 sunsetAmbientAndFogDensity;
#endif

#if defined(ATMOSPHERE_ON) && defined(GROUND)
// XYZ: The x, y, and w-coordinates of the projective rayleighTure coordinate.
// We use projective rayleighTures for Arbitrary Ground Overlays.
// W: fog_factor between 0 (no fog) and 1 (full fog).
varying vec4 vout_texCoordAndFogFactor;
#endif // defined(ATMOSPHERE_ON) && defined(GROUND)

#if defined(QUADRANT_ALPHAS)
uniform vec4 quadrantAlphas;  // Alpha 0-1 per quadrant.
// TODO(jrohlf): Combine with vec4 if possible.
varying float vout_alpha;  // Single alpha for entire tri, 0-1.
#endif

//====================== Constants =================================
// The number of sample points taken along the ray.
const int samples = 2;
// Reciprocal of the sun light color.
const vec3 invWavelength = 1.0 /
    vec3(0.17850625, 0.10556001, 0.050906640625);
// Altitude of Atmosphere in km
const float atmosphereAltiude = 170.0;
// Radius of planet in km
const float planetRadius = 6378.0;
// Relative Radius of the planet.
const float innerRadius = 1.0;
const float innerRadius2 = innerRadius * innerRadius;
// Radius of the outer atmosphere.
const float outerRadius = innerRadius +
                                 (atmosphereAltiude / planetRadius);
const float outerRadius2 = outerRadius * outerRadius;
// Rayleigh scattering constant.
const float kr = 0.0025;
// Brightness of the sun.
const float eSun = 25.0;
// Mie scattering constant.
const float km = 0.001;
// Pi.
const float pi = 3.1415926535897932384626433832795;
// Convenience constants.
const float krESun = kr * eSun;
const float kmESun = km * eSun;
const float kr4Pi = kr * 4.0 * pi;
const float km4Pi = km * 4.0 * pi;

// The scale depth (the altitude at which the average atmospheric density is
// found).
const float scaleDepth = 0.15;
const float invScaleDepth = 1.0 / scaleDepth;
// Reciprocal of the atmosphere's depth.
const float atmosphereDepthInv = 1.0 / (outerRadius - innerRadius);
const float scaleOverScaleDepth = atmosphereDepthInv / scaleDepth;

// In Fixed function, we use a trick of Sun's color to be of intensity
// 3.0 to get better correlation between time of day and nDotL.
// Using the same trick in shaders.
const float kSunColor = 3.0;

// Transparent color used for hiding white seams behind terrain cracks.
// Note: all four components must be 0.0 due to the (more or less) additive
// blending function.
const vec4 kTransparent = vec4(0.0);

//====================== Functions ==============================

// The scale equation calculated by Vernier's Graphical Analysis.
float scale(float cosAngle) {
  float x = 1.0 - cosAngle;
  return scaleDepth *
    exp(-0.00287 + x * (0.459 + x * (3.83 + x * (-6.80 + x * 5.25))));
}

// Returns the near intersection point of a line and a sphere centered around
// the origin.
float getNearIntersection(vec3 vertPos, vec3 rayDir, float distance2,
                          float fRadius2) {
  float b = 2.0 * dot(vertPos, rayDir);
  float c = distance2 - fRadius2;
  float determ = max(0.0, b * b - 4.0 * c);
  return 0.5 * (-b - sqrt(determ));
}

// Returns the far intersection point of a line and a sphere centered around
// the origin.
float getFarIntersection(vec3 vertPos, vec3 rayDir, float distance2,
                         float fRadius2) {
  float b = 2.0 * dot(vertPos, rayDir);
  float c = distance2 - fRadius2;
  float determ = max(0.0, b * b - 4.0 * c);
  return 0.5 * (-b + sqrt(determ));
}

// Returns the luminance of an RGB color.
float getLuminance(vec3 color) {
  const vec3 luminance = vec3(0.3, 0.59, 0.11);
  return dot(luminance, color);
}

//============================== ground sun off vertex
#if defined(ATMOSPHERE_ON) && defined(GROUND) && defined(SUN_OFF)

// Multiplier for rayleigh result; when 0, scattering calculation are omitted
uniform vec4 rayleighAttenuator;

#if !defined(USE_SIMPLIFIED_SHADER_VARIATION)
// Texcoord for blending between 2 textures on same geometry and rayleighT
// param stuffed in z component.
varying vec4 vout_blendTexCoordAndRayleighT;
#endif

// Vertex shader program.
void AtmosphereGroundSunOffVertexShader() {
  vec4 texCoord = vec4(igv_MultiTexCoord0.xy, 0.0, 1.0);
  vec4 transformedTexCoord = ig_TextureMatrix * texCoord;
  vout_texCoordAndFogFactor.xyz = transformedTexCoord.xyw;

#if !defined(USE_SIMPLIFIED_SHADER_VARIATION)
  // We project the vertex direction (from the planet origin) onto the
  // camera direction (from the planet origin) to compute the rayleigh
  // map's t-coordinate.
  vec3 dirToPos = normalize(g_posInView - worldOriginInView);
  vec3 dirToCamera = dirToCameraAndFogDensity.xyz;
  float projected_length = dot(dirToCamera, dirToPos);
  float rayleighTTranslation = groundSunOffVertexParams.x;
  float rayleighTScale = groundSunOffVertexParams.y;
  float rayleighT = (projected_length + rayleighTTranslation) *
      rayleighTScale;
  rayleighT = rayleighT * rayleighAttenuator.x + (1.0 - rayleighAttenuator.x);

  // Compute fog factor.
  float fogDensity = dirToCameraAndFogDensity.w;
  // Technically, we should divide fogTemp by projScalingFactor.x,
  // but in the altitude range that fog kicks in at, there is no
  // visible difference.
  float fogTemp = fogDensity * g_posInClip.z;
  float fogFactor = exp(-(fogTemp * fogTemp));
  vout_texCoordAndFogFactor.w = fogFactor;

  vout_blendTexCoordAndRayleighT.x = rayleighT;
  vout_blendTexCoordAndRayleighT.y = rayleighT;
  vout_blendTexCoordAndRayleighT.z = rayleighT;
  vout_blendTexCoordAndRayleighT.w = rayleighT;
#endif  // !defined(USE_SIMPLIFIED_SHADER_VARIATION)

  gl_Position = g_posInClip;
}
#endif  // defined(ATMOSPHERE_ON) && defined(GROUND) && defined(SUN_OFF)


//================================= Ground sun on

#if defined(ATMOSPHERE_ON) && defined(GROUND) && defined(SUN_ON)

#if defined(USE_IMPROVED_SHADER_VARIATION)
// Vertex position in view coordinates and dot product between normal and Sun.
varying vec4 vout_viewPosAndNormalDotSun;
#else
// Vertex shader's output.
// RGB: The Rayleigh color.
varying vec3 vout_rayleigh;
// RGB: The adjusted Mie color.
varying vec3 vout_adjustedMie;
#endif

// Vertex shader program.
void AtmosphereGroundSunOnVertexShader() {
  vec4 texCoord = vec4(igv_MultiTexCoord0.xy, 0.0, 1.0);
  vec3 normal = ig_Normal;

  // Direction from center of earth to vertex.
  highp vec3 sphereNorm = normalize(g_posInView - worldOriginInView);

  // If normals are not supplied or lighting is turned off, use sphere normals.
  highp vec3 normToUse = sphereNorm;
#if !defined(USE_IMPROVED_SHADER_VARIATION)
  // TODO(johnan): See above about discussion for has_lighting.  Might
  // be able to remove some day if all geometry is sent with good
  // normals.
  if (has_lighting == 1.0) {
    highp float normalLen = dot(ig_Normal, ig_Normal);
    // Not sure how fast this if-test is.
    // TODO(jrohlf,baustin): See if ? or mix() might be faster (mix() isn't
    // working for diorama buildings, possibly because the normals aren't
    // normalized.
    if (normalLen > 0.0) {
      // NOTE: normal xform should use inverse transpose but I don't think we
      // have any scales in modelview.
      normToUse = (ig_ModelViewMatrix * vec4(ig_Normal, 0.0)).xyz;
      normToUse = normalize(normToUse);
    }
  }
#endif
  highp float nDotL = dot(normToUse, cameraToSunDirAndExposure.xyz);

#if !defined(USE_IMPROVED_SHADER_VARIATION)
  // Multiply by Sun Color which is really high intensity and saturate
  nDotL = saturate(kSunColor * nDotL);

  // Create new coordinate system with the view orientation but world origin.
  // All computation is done in this new coordinate system.
  highp vec3 cameraPos = -worldOriginInView;
  highp float cameraHeight = cameraLightInfo.x;
  highp float cameraHeight2 = cameraLightInfo.w;

  // Get the ray from the camera to the vertex and its length.
  highp vec3 rayDir = g_posInView;
  highp float farDist = length(rayDir);
  rayDir /= farDist;

  highp vec3 startPos = cameraPos;
  // Initial scattering offset.
  highp float startDepth = startupConsts.x;
  // We use power function to create gradient for limiting rayleigh
  // affect closer horizon. Lower the exponent, more scattering we
  // get all over planet. To get scattering glow on planet when viewed
  // from distance, horizonExp depends on altitude.
  highp float horizonExp = startupConsts.y;
  // Since we have not using exposure function in fragment shader for
  // ground, rayleigh component adds to the existing color and the result
  // tends to saturate much too soon. Hence we add a tonedown scale which
  // is function of altitude and proximity to horizon.
  highp float rayleighToneDownScale = startupConsts.z;

  // Calculate where our ray hits the atmosphere to find the point where
  // we start accumulating its color.
  // TODO(quarup): Get rid of this conditional.
  if (cameraHeight >= outerRadius) {
    // Camera is outside the atmosphere.
    // Calculate the closest intersection of the ray with the outer atmosphere
    // (which is the near point of the ray passing through the atmosphere).
    highp float nearDist = getNearIntersection(cameraPos, rayDir, cameraHeight2,
                                      outerRadius2);
    // Ray's start position within the atmosphere.
    startPos += rayDir * nearDist;
    // Ray's distance within the atmosphere.
    farDist -= nearDist;
  }

  // Initialize constants needed for the scattering equations.
  // sphereNorm is normalized
  highp float cameraAngle = max(0.0, dot(-rayDir, sphereNorm));
  highp float lightAngle = dot(cameraToSunDirAndExposure.xyz, sphereNorm);
  highp float cameraScale = scale(cameraAngle);
  highp float lightScale = scale(lightAngle);
  highp float cameraOffset = startDepth * cameraScale;
  highp float scaleSum = lightScale + cameraScale;

  // Initialize the scattering loop variables.
  highp float sampleLength = farDist / float(samples);
  highp float scaledLength = sampleLength * atmosphereDepthInv;
  highp vec3 sampleRay = rayDir * sampleLength;
  highp vec3 samplePoint = startPos + sampleRay * 0.5;

  // Now loop through sample points on the ray and accumulate the color
  // using the scattering equations (including surface-scattering).
  highp vec3 frontColor = vec3(0.0, 0.0, 0.0);
  highp vec3 attenuate;
  for(int i = 0; i < samples; i++) {
    highp float sampleHeight = length(samplePoint);
    highp float sampleDepth =
        exp(scaleOverScaleDepth * (innerRadius - sampleHeight));
    highp float sampleScatter = sampleDepth * scaleSum - cameraOffset;
    attenuate = exp(-sampleScatter * (invWavelength * kr4Pi + km4Pi));
    frontColor += attenuate * (sampleDepth * scaledLength);
    samplePoint += sampleRay;
  }

  // Compute how "close" the vertex is to the horizon. Vertices close
  // to the horizon correspond to one, and vertices under the camera
  // correspond to zero.
  highp float closeToHorizon = 1.0 - cameraAngle;
  highp float closeToCamera = 1.0 - closeToHorizon*closeToHorizon;
  // Compute rayleigh scale factor. Higher closer to horizon and
  // at higher altitudes.
  highp float scaledRayleighFactor = rayleighToneDownScale *
                               pow(closeToHorizon, horizonExp);

  // Base ambient color for dark shaded ground objects.
  highp vec3 kBaseAmbientColor = vec3(0.12, 0.12, 0.15);
  // Add ambient light to geometry with low N.L shading. This allows the
  // user to always see the dark areas of mountains, buildings, etc.
  highp float darkShadedAmbientFactor = 1.0 - nDotL;
  // Compute night ambient color factor so that it is strongest at night
  // (i.e. low attenuate luminance) and weakest during the day
  // (i.e. high attenuate luminance). This allows the user to always see
  // ground objects at night.
  highp float nightAmbientTemp = getLuminance(attenuate);
  highp float nightAmbientFactor = 1.0 - nightAmbientTemp * nightAmbientTemp;
  // Compute ambient contribution. Make ambient light stronger
  // for nearby vertices, which creates a "head lamp" effect.
  highp float ambientFactor =
    closeToCamera * (darkShadedAmbientFactor + nightAmbientFactor);
  highp vec3 headlampAmbientContribution = kBaseAmbientColor * ambientFactor;
  // The extra sunset ambient contribution keeps the planet from looking too
  // dark during sunset and sunrise.
  highp vec3 sunsetAmbient = sunsetAmbientAndFogDensity.xyz;
  highp vec3 ambientContribution = headlampAmbientContribution + sunsetAmbient;

  // Compute how close to noon it is.
  highp float closeToNoon = cameraLightInfo.y;
  // When it is close to noon, add light close to the camera in order
  // to show full contrast of the textures near the user.
  highp float closeToNoonFactor = closeToCamera * closeToNoon;

  // Compute fog factor.
  highp float fogDensity = sunsetAmbientAndFogDensity.w;
  highp float fogTemp = fogDensity * farDist;
  highp float fogFactor = exp(-(fogTemp * fogTemp));

  // Compute Rayleigh color and make it strongest at the horizon.
  const vec3 kMaxRayleighContribution = vec3(0.5, 0.5, 0.8);
  vout_rayleigh.rgb = min(kMaxRayleighContribution,
       frontColor * (invWavelength * krESun + kmESun) * scaledRayleighFactor);
  // Compute Mie color.
  highp vec3 mieColor = attenuate;
  highp vec3 adjustedMieColor = saturate(
    (mieColor + vec3(closeToNoonFactor)) * nDotL + ambientContribution);
  vout_adjustedMie.rgb = adjustedMieColor;
#else  // #if defined(USE_IMPROVED_SHADER_VARIATION)
  vout_viewPosAndNormalDotSun = vec4(g_posInView, nDotL);
  float fogFactor = 0.0;
#endif

  // Transform vertex position.
  gl_Position = g_posInClip;

  // Set transformed texture coordinates.
  highp vec4 transformedTexCoord = ig_TextureMatrix * texCoord;
  vout_texCoordAndFogFactor.xyz = transformedTexCoord.xyw;
  vout_texCoordAndFogFactor.w = fogFactor;
}
#endif // defined(ATMOSPHERE_ON) && defined(GROUND) && defined(SUN_ON)


//====================================== sky sun off

#if defined(ATMOSPHERE_ON) && defined(SKY) && defined(SUN_OFF)

uniform vec4 skySunOffVertexParams;

// X: Rayleigh map's t-coordinate.
varying vec4 vout_rayleighT;

// Vertex shader program.
void AtmosphereSkySunOffVertexShader() {
  vec4 position = vec4(igv_Vertex.xyz, 1.0);

  // From the position's Y-coordinate (in atmosphere space), we can
  // compute its rayleigh color from the rayleigh map.
  float rayleighTTranslation = skySunOffVertexParams.x;
  float rayleighTScale = skySunOffVertexParams.y;
  // Look-up's t-coordinate.
  float rayleighT = (position.y + rayleighTTranslation) * rayleighTScale;

  gl_Position = g_posInClip;

  vout_rayleighT = vec4(rayleighT);
}
#endif  // defined(ATMOSPHERE_ON) && defined(SKY) && defined(SUN_OFF)


//======================================= sky sun on
#if defined(ATMOSPHERE_ON) && defined(SKY) && defined(SUN_ON)

#if defined(USE_IMPROVED_SHADER_VARIATION)
// Transformation from view to Sun coordinates. This coordinate system is
// centered on the Earth and its z axis points towards the Sun.
uniform mat4 viewToSun;

varying vec3 vout_viewPos;  // Vertex position in view coordinates.
varying vec3 vout_sunPos;  // Vertex position in Sun coordinates.
#else
varying vec4 vout_rayleighColorAndSkyOpacity;  // The Rayleigh color
varying vec4 vout_vertToCameraDir;  // Dir from ray to camera.
#endif

// Vertex shader program.
void AtmosphereSkySunOnVertexShader() {

  gl_Position = g_posInClip;

#if !defined(USE_IMPROVED_SHADER_VARIATION)
  // Make up a new coordinate system with the view orientation but world origin.
  // All computation is done in this new coordinate system.
  vec3 cameraPos = -worldOriginInView;
  float cameraHeight = cameraLightInfo.x;
  float cameraHeightInv = 1.0 / cameraHeight;
  float cameraHeight2 = cameraLightInfo.w;
  vec3 vertPos = g_posInView - worldOriginInView;

  // Get the ray from the camera to the vertex and its length (which is the
  // far point of the ray passing through the atmosphere).
  vec3 rayDir = vertPos - cameraPos;
  float farDist = length(rayDir);
  rayDir /= farDist;

  vec3 startPos;
  float startAngle;
  float startOffset;
  // Calculate where our ray hits the atmosphere to find the point where
  // we start accumulating its color.
  // TODO(quarup): Get rid of this conditional.
  if (cameraHeight < outerRadius) {
    // If we're inside the atmosphere, then start accumulating from the
    // camera position.
    startPos = cameraPos;
    // Initial scattering constants.
    float startDepth = exp(scaleOverScaleDepth * (innerRadius - cameraHeight));
    startAngle = dot(rayDir, startPos) * cameraHeightInv;
    startOffset = startDepth * scale(startAngle);
  } else {
    // Camera is outside the atmosphere.
    // Calculate the closest intersection of the ray with the outer atmosphere
    // (which is the near point of the ray passing through the atmosphere).
    float nearDist = getNearIntersection(cameraPos, rayDir, cameraHeight2,
                                         outerRadius2);
    // Ray's start position within the atmosphere.
    startPos = cameraPos + rayDir * nearDist;
    // Ray's distance within the atmosphere.
    farDist -= nearDist;
    // Initial scattering constants.
    startAngle = dot(rayDir, startPos) / outerRadius;
    float startDepth = exp(-invScaleDepth);
    startOffset = startDepth * scale(startAngle);
  }

  // Initialize the scattering loop variables.
  float sampleLength = farDist / float(samples);
  float scaledLength = sampleLength * atmosphereDepthInv;
  vec3 sampleRay = rayDir * sampleLength;
  vec3 samplePoint = startPos + sampleRay * 0.5;

  // Now loop through sample points on the ray and accumulate the color
  // using the scattering equations.
  vec3 frontColor = vec3(0.0, 0.0, 0.0);
  vec3 attenuate;
  for(int i = 0; i < samples; i++) {
    // TODO(quarup): Simplify this.
    float sampleHeight = length(samplePoint);
    float sampleDepth = exp(scaleOverScaleDepth * (innerRadius - sampleHeight));
    float lightAngle = dot(cameraToSunDirAndExposure.xyz, samplePoint)
                           / sampleHeight;
    float cameraAngle = dot(rayDir, samplePoint) / sampleHeight;
    float sampleScatter =
      (startOffset + sampleDepth*(scale(lightAngle) - scale(cameraAngle)));
    attenuate = exp(-sampleScatter * (invWavelength * kr4Pi + km4Pi));
    frontColor += attenuate * (sampleDepth * scaledLength);
    samplePoint += sampleRay;
  }

  // Handle White Seams here.
  // Idea is that we make the part of sphere occluded by planet transparent.
  // Therefore terrain cracks show the color buffer's clear color instead.
  // (Note: opaque colors (instead of transparent) are distorted by the HDR
  //  tonemap computation and the (more or less) additive blending function.)
  // cosAngleByPlanet: cosine of angle subtended by planet at camera
  // cosVertAngle : cosine of angle subtended by current vertex at camera
  float cosAngleByPlanet = cameraLightInfo.z;
  float cosVertAngle = -dot(rayDir, cameraPos) * cameraHeightInv;
  vec4 computedRayleighColorAndSkyOpacity =
      vec4(frontColor * (invWavelength * krESun), startupConsts.w);
  vout_rayleighColorAndSkyOpacity = cosVertAngle > cosAngleByPlanet ?
      kTransparent : computedRayleighColorAndSkyOpacity;
  vout_vertToCameraDir.xyz = cameraPos - vertPos;
  // Fix for a driver bug on ATI Mobility FireGL V3200 (Driver 8.362.0.0)
  // for OpenGL mode.
  // Problem: The textures looked distorted.
  // Reason: Two sets of shaders (atmosphere_ground and atomsphere_model_space)
  //         used different length of TEXCOORD1 with my last change. With this
  //         change, TEXCOORD1.w in atmosphere_groud fragment shader was getting
  //         0 irrespective of whatever value you set in vertexshader. It seems
  //         that some validation for length of texture coordinates was missing
  //         in driver when fragment programs were switched.
  // Workaround: Add TEXCOORD1.w back in all shaders. Avoid any computation by
  //             just setting it to 1.0
  vout_vertToCameraDir.w = 1.0;
#else  // #if defined(USE_IMPROVED_SHADER_VARIATION)
  vout_viewPos = g_posInView;
  vout_sunPos = (viewToSun * vec4(g_posInView, 0.0)).xyz;
#endif
}
#endif // defined(ATMOSPHERE_ON) && defined(SKY) && defined(SUN_ON)


// ==========================================================================
#if defined(ATMOSPHERE_ON)
  #if defined(GROUND)
    void AtmosphereGroundVertexShader() {
    #if defined(SUN_ON)
      AtmosphereGroundSunOnVertexShader();
    #elif defined(SUN_OFF)
      AtmosphereGroundSunOffVertexShader();
    #else
      #error Invalid shader config 1
    #endif
    #if defined(ENABLE_VERTEX_REJECT)
      gl_Position = getMaskedVertex(gl_Position, quadrantMask, ig_Color);
    #endif
    #if defined(DEBUG_QUADRANT_COLORS)
      vout_debug_color = getDebugVertexColor(quadrantMask, ig_Color);
    #endif
    #if defined(QUADRANT_ALPHAS)
      vout_alpha = getMaskedAlpha(quadrantAlphas, ig_Color);
    #endif
    }
  #elif defined(SKY)
    void AtmosphereSkyVertexShader() {
    #if defined(SUN_ON)
      AtmosphereSkySunOnVertexShader();
    #elif defined(SUN_OFF)
      AtmosphereSkySunOffVertexShader();
    #else
      #error Invalid shader config 2
    #endif
    }
  #elif defined(USE_IMPROVED_SHADER_VARIATION)
    void AtmosphereLookupTableShader() {
      gl_Position = vec4(igv_Vertex.xy, 0.0, 1.0);
    }
  #endif
#endif // ATMOSPHERE_ON


#if defined(ATMOSPHERE_OFF)
//=================================== Sun off
#if defined(SUN_OFF)
varying vec4 vout_groundTexCoord;  // Transformed texture coordinate.

// Vertex shader program.
void NoAtmosphereSunOffVertexShader() {
  // Transform coordinate and texture coordinates.
  gl_Position = g_posInClip;
  vec4 groundTexCoord = vec4(igv_MultiTexCoord0.xy, 0.0, 1.0);
  vout_groundTexCoord = ig_TextureMatrix * groundTexCoord;
}
#endif // SUNOFF


//=================================== Sun on
#if defined(SUN_ON)
// xy: base texture coordinates.
// zw: blend texture coordinates.
varying vec4 vout_transformedCoords;  // Transformed texture coordinate.
// x: diffuse factor that contains N.L and ambient contribution.
varying float vout_diffuse_factor;

// Vertex shader program.
void NoAtmosphereSunOnVertexShader() {
  // NOTE: We assume that normalLen will be 1.0 if normals are supplied, and
  // 0.0 otherwise... if not, we will compute a bogus normal below.
  highp float normalLen = dot(ig_Normal, ig_Normal);

  // The intent is to avoid a branching statement, and instead using normalLen
  // as the argument to mix() to choose between the "sphere-normal" vs. the
  // normal provided as a vertex-attribute.
  //
  // Neither the sphere-normal nor the transformed attribute-normal are
  // normalized (since we don't apply the projection-scale in the latter case).
  // However this is OK because:
  // - we normalize the result
  // - normalLen is either 0 or 1 (otherwise, we would be mixing two vectors
  //   which are scaled arbitrarily with respect to the other, and would expect
  //   garbage as a result)
  // For the same reason, we needn't use the inverse-transpose of the model-view
  // matrix.
  // TODO(jrohlf): See if ? might be faster. Since all vertices in a draw call
  //               would take the same branch, maybe there isn't a penalty for
  //               using conditionals on recent hardware?
  highp vec3 normToUse = mix(
    g_posInView - worldOriginInView,
    (ig_ModelViewMatrix * vec4(ig_Normal, 0.)).xyz,
    normalLen);
  normToUse = normalize(normToUse);

  highp float nDotL = dot(normToUse, cameraToSunDirAndExposure.xyz);

  // When atmosphere shaders are off, the ambient contribution comes in
  // the "exposure" variable.
  float ambient_light = cameraToSunDirAndExposure.w;

  // Transform coordinate and texture coordinates.
  vec4 groundTexCoord = vec4(igv_MultiTexCoord0.xy, 0.0, 1.0);
  vout_transformedCoords.xy = (ig_TextureMatrix * groundTexCoord).xy;
  vout_transformedCoords.zw = vec2(0.0, 0.0);
  vout_diffuse_factor = min(1.0, ambient_light + max(0.0, nDotL));

  gl_Position = g_posInClip;
}
#endif // SUN_ON


//========================== Ground overlay no atmosphere
#if defined(GROUND) && defined(OVERLAY)
varying vec4 vout_texCoord;
void NoAtmosphereGroundOverlayVertexShader() {
  // Very simple vertex shader, handles modelview/projection matrix and
  // texture matrix just like fixed function, but when specifying a pixel
  // shader, we must have a vertex shader.

  vec4 position = vec4(igv_Vertex.xyz, 1.0);
  vec4 texCoord = vec4(igv_MultiTexCoord0.xy, 0.0, 1.0);

  gl_Position = ig_ModelViewProjectionMatrix * position;
  vout_texCoord = ig_TextureMatrix * texCoord;
}
#endif // GROUND AND OVERLAY

//========================== Ground overlay no atmosphere
#if defined(MAPSTAR)
varying vec4 vout_texCoord;
void NoAtmosphereMapStarVertexShader() {
  // Very simple pixel shader, handles modelview/projection matrix and
  // texture matrix just like fixed function, but when specifying a pixel
  // shader, we must have a vertex shader.
  vec4 texCoord = vec4(igv_MultiTexCoord0.xy, 0.0, 1.0);
  vout_texCoord = ig_TextureMatrix * texCoord;
  gl_Position = g_posInClip;
}
#endif // MAPSTAR

#endif // ATMOSPHERE_OFF


// ==========================================================================
void main() {
  InitGlobals();
#if defined(ATMOSPHERE_ON)
  #if defined(GROUND)
    AtmosphereGroundVertexShader();
  #elif defined(SKY)
    AtmosphereSkyVertexShader();
  #elif defined(USE_IMPROVED_SHADER_VARIATION)
    AtmosphereLookupTableShader();
  #else
    #error Invalid shader config 3
  #endif
#elif defined(ATMOSPHERE_OFF)
    #if defined(GROUND) && defined(OVERLAY)
      NoAtmosphereGroundOverlayVertexShader();
    #elif defined(MAPSTAR)
      NoAtmosphereMapStarVertexShader();
    #else
      #if defined(SUN_ON)
        NoAtmosphereSunOnVertexShader();
      #elif defined(SUN_OFF)
        NoAtmosphereSunOffVertexShader();
      #else
        #error Invalid shader config 4
      #endif
    #endif
    #if defined(ENABLE_VERTEX_REJECT)
      gl_Position =
        getMaskedVertex(gl_Position, quadrantMask, ig_Color);
    #endif
    #if defined(DEBUG_QUADRANT_COLORS)
      vout_debug_color = getDebugVertexColor(quadrantMask, ig_Color);
    #endif
    #if defined(QUADRANT_ALPHAS)
      vout_alpha = getMaskedAlpha(quadrantAlphas, ig_Color);
    #endif
#else
  #error Invalid shader config 6
#endif
}
