- * density. Tiles that are in full fog are culled. The density of the fog
- * increases as this number approaches 1.0 and becomes less dense as it
- * approaches zero. The more dense the fog is, the more aggressively the tiles
- * are culled. For example, if the camera is a height of 1000.0m above the
- * ellipsoid, increasing the value to 3.0e-3 will cause many tiles close to
- * the viewer be culled. Decreasing the value will push the fog further from
- * the viewer, but decrease performance as more of the tiles are rendered.
- * Tiles are culled when `1.0 - glm::exp(-(distance * distance * fogDensity *
- * fogDensity))` is >= 1.0.
- */
- std::vector<FogDensityAtHeight> fogDensityTable = {
- {359.393, 2.0e-5}, {800.749, 2.0e-4}, {1275.6501, 1.0e-4},
- {2151.1192, 7.0e-5}, {3141.7763, 5.0e-5}, {4777.5198, 4.0e-5},
- {6281.2493, 3.0e-5}, {12364.307, 1.9e-5}, {15900.765, 1.0e-5},
- {49889.0549, 8.5e-6}, {78026.8259, 6.2e-6}, {99260.7344, 5.8e-6},
- {120036.3873, 5.3e-6}, {151011.0158, 5.2e-6}, {156091.1953, 5.1e-6},
- {203849.3112, 4.2e-6}, {274866.9803, 4.0e-6}, {319916.3149, 3.4e-6},
- {493552.0528, 2.6e-6}, {628733.5874, 2.2e-6}, {1000000.0, 0.0}};
-
- /**
- * @brief Whether to render tiles directly under the camera, even if they're