varying vec3 v_outerPositionWC;
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#ifndef PER_FRAGMENT_ATMOSPHERE
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varying vec3 v_mieColor;
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varying vec3 v_rayleighColor;
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#endif
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void main (void)
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{
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vec3 toCamera = czm_viewerPositionWC - v_outerPositionWC;
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vec3 lightDirection = getLightDirection(czm_viewerPositionWC);
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vec3 mieColor;
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vec3 rayleighColor;
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#ifdef PER_FRAGMENT_ATMOSPHERE
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calculateMieColorAndRayleighColor(v_outerPositionWC, mieColor, rayleighColor);
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#else
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mieColor = v_mieColor;
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rayleighColor = v_rayleighColor;
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#endif
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gl_FragColor = calculateFinalColor(czm_viewerPositionWC, toCamera, lightDirection, mieColor, rayleighColor);
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}
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