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+/*
+ * MaplyAtmosphere.h
+ * WhirlyGlobe-MaplyComponent
+ *
+ * Created by Steve Gifford on 6/30/15.
+ * Copyright 2011-2022 mousebird consulting
+ *
+ * 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.
+ *
+ */
+
+#import <UIKit/UIKit.h>
+#import <WhirlyGlobe/MaplyComponentObject.h>
+#import <WhirlyGlobe/WhirlyGlobeViewController.h>
+#import <WhirlyGlobe/MaplyLight.h>
+
+/**
+ Sets up the objects and shaders to implement an atmosphere.
+
+ This object sets up a shader implementation of the simple atmosphere from GPU Gems 2 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html
+ */
+@interface MaplyAtmosphere : NSObject
+
+/// Initialize the view controller. Will place objects in that view controller.
+- (nullable instancetype)initWithViewC:(WhirlyGlobeViewController *__nonnull)viewC;
+
+/// Rayleigh scattering constant (0.0025 by default)
+@property (nonatomic) float Kr;
+
+/// Mie scattering constant (0.0010 by default)
+@property (nonatomic) float Km;
+
+/// Brightness of the sun (20.0 by default)
+@property (nonatomic) float ESun;
+
+/// Number of samples for the ray through the atmosphere (3 by default)
+@property (nonatomic) int numSamples;
+
+/// Outer radius of the atmosphere (1.05 by default). Earth is radius 1.0.
+@property (nonatomic) float outerRadius;
+
+/// Constant used in the fragment shader. Default is -0.95.
+@property (nonatomic) float g;
+
+/// Exposure constant in fragment shader. Default is 2.0.
+@property (nonatomic) float exposure;
+
+/// The ground shader we set up. You need to apply it yourself.
+@property (nonatomic,nullable,strong) MaplyShader *groundShader;
+
+/// If set we'll lock the sun direction to the camera position. Permanent daylight.
+@property (nonatomic) bool lockToCamera;
+
+/// Wavelengths of the light (RGB). Three floats, defaults are: 0.650, 0.570, 0.475
+- (void)setWavelength:(float *__nonnull)wavelength;
+
+/// Wavelengths of the light (RGB). Defaults are: 0.650, 0.570, 0.475
+- (void)setWavelengthRed:(float) redWavelength green:(float)greenWavelength blue:(float)blueWavelength;
+
+/// Return the current wavelength settings (RGB)
+- (void)getWavelength:(float *__nonnull)wavelength;
+
+/// Return the current wavelength settings (RGB). The component is 0 for red, 1 for green and 2 for blue
+- (float)getWavelengthForComponent:(short)component;
+
+/// Set the sun's position relative to the earth. This is what comes out of MaplySun.
+- (void)setSunPosition:(MaplyCoordinate3d)sunDir;
+
+/// Remove objects from the view controller we set it up in.
+- (void)removeFromViewC;
+
+@end