in vec3 startEllipsoidNormal; in vec3 endEllipsoidNormal; in vec4 startPositionAndHeight; in vec4 endPositionAndHeight; in vec4 startFaceNormalAndVertexCorner; in vec4 endFaceNormalAndHalfWidth; in float a_batchId; uniform mat4 u_modifiedModelView; uniform vec2 u_minimumMaximumVectorHeights; out vec4 v_startPlaneEC; out vec4 v_endPlaneEC; out vec4 v_rightPlaneEC; out float v_halfWidth; out vec3 v_volumeUpEC; void main() { // vertex corner IDs // 3-----------7 // /| left /| // / | 1 / | // 2-----------6 5 end // | / | / // start |/ right |/ // 0-----------4 // float isEnd = floor(startFaceNormalAndVertexCorner.w * 0.251); // 0 for front, 1 for end float isTop = floor(startFaceNormalAndVertexCorner.w * mix(0.51, 0.19, isEnd)); // 0 for bottom, 1 for top vec3 forward = endPositionAndHeight.xyz - startPositionAndHeight.xyz; vec3 right = normalize(cross(forward, startEllipsoidNormal)); vec4 position = vec4(startPositionAndHeight.xyz, 1.0); position.xyz += forward * isEnd; v_volumeUpEC = czm_normal * normalize(cross(right, forward)); // Push for volume height float offset; vec3 ellipsoidNormal = mix(startEllipsoidNormal, endEllipsoidNormal, isEnd); // offset height to create volume offset = mix(startPositionAndHeight.w, endPositionAndHeight.w, isEnd); offset = mix(u_minimumMaximumVectorHeights.y, u_minimumMaximumVectorHeights.x, isTop) - offset; position.xyz += offset * ellipsoidNormal; // move from RTC to EC position = u_modifiedModelView * position; right = czm_normal * right; // Push for width in a direction that is in the start or end plane and in a plane with right // N = normalEC ("right-facing" direction for push) // R = right // p = angle between N and R // w = distance to push along R if R == N // d = distance to push along N // // N R // { \ p| } * cos(p) = dot(N, R) = w / d // d\ \ | |w * d = w / dot(N, R) // { \| } // o---------- polyline segment ----> // vec3 scratchNormal = mix(-startFaceNormalAndVertexCorner.xyz, endFaceNormalAndHalfWidth.xyz, isEnd); scratchNormal = cross(scratchNormal, mix(startEllipsoidNormal, endEllipsoidNormal, isEnd)); vec3 miterPushNormal = czm_normal * normalize(scratchNormal); offset = 2.0 * endFaceNormalAndHalfWidth.w * max(0.0, czm_metersPerPixel(position)); // offset = widthEC offset = offset / dot(miterPushNormal, right); position.xyz += miterPushNormal * (offset * sign(0.5 - mod(startFaceNormalAndVertexCorner.w, 2.0))); gl_Position = czm_depthClamp(czm_projection * position); position = u_modifiedModelView * vec4(startPositionAndHeight.xyz, 1.0); vec3 startNormalEC = czm_normal * startFaceNormalAndVertexCorner.xyz; v_startPlaneEC = vec4(startNormalEC, -dot(startNormalEC, position.xyz)); v_rightPlaneEC = vec4(right, -dot(right, position.xyz)); position = u_modifiedModelView * vec4(endPositionAndHeight.xyz, 1.0); vec3 endNormalEC = czm_normal * endFaceNormalAndHalfWidth.xyz; v_endPlaneEC = vec4(endNormalEC, -dot(endNormalEC, position.xyz)); v_halfWidth = endFaceNormalAndHalfWidth.w; }