//This file is automatically rebuilt by the Cesium build process. export default "#ifdef GL_OES_standard_derivatives\n\ #extension GL_OES_standard_derivatives : enable\n\ #endif\n\ \n\ uniform sampler2D u_atlas;\n\ \n\ #ifdef VECTOR_TILE\n\ uniform vec4 u_highlightColor;\n\ #endif\n\ \n\ varying vec2 v_textureCoordinates;\n\ varying vec4 v_pickColor;\n\ varying vec4 v_color;\n\ \n\ #ifdef SDF\n\ varying vec4 v_outlineColor;\n\ varying float v_outlineWidth;\n\ #endif\n\ \n\ #ifdef FRAGMENT_DEPTH_CHECK\n\ varying vec4 v_textureCoordinateBounds; // the min and max x and y values for the texture coordinates\n\ varying vec4 v_originTextureCoordinateAndTranslate; // texture coordinate at the origin, billboard translate (used for label glyphs)\n\ varying vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\ varying mat2 v_rotationMatrix;\n\ \n\ const float SHIFT_LEFT12 = 4096.0;\n\ const float SHIFT_LEFT1 = 2.0;\n\ \n\ const float SHIFT_RIGHT12 = 1.0 / 4096.0;\n\ const float SHIFT_RIGHT1 = 1.0 / 2.0;\n\ \n\ float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, vec2 dimensions, vec2 imageSize)\n\ {\n\ vec2 lookupVector = imageSize * (depthLookupST - adjustedST);\n\ lookupVector = v_rotationMatrix * lookupVector;\n\ vec2 labelOffset = (dimensions - imageSize) * (depthLookupST - vec2(0.0, v_originTextureCoordinateAndTranslate.y)); // aligns label glyph with bounding rectangle. Will be zero for billboards because dimensions and imageSize will be equal\n\ \n\ vec2 translation = v_originTextureCoordinateAndTranslate.zw;\n\ \n\ if (applyTranslate)\n\ {\n\ // this is only needed for labels where the horizontal origin is not LEFT\n\ // it moves the label back to where the \"origin\" should be since all label glyphs are set to HorizontalOrigin.LEFT\n\ translation += (dimensions * v_originTextureCoordinateAndTranslate.xy * vec2(1.0, 0.0));\n\ }\n\ \n\ vec2 st = ((lookupVector - translation + labelOffset) + gl_FragCoord.xy) / czm_viewport.zw;\n\ float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, st));\n\ \n\ if (logDepthOrDepth == 0.0)\n\ {\n\ return 0.0; // not on the globe\n\ }\n\ \n\ vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\ return eyeCoordinate.z / eyeCoordinate.w;\n\ }\n\ #endif\n\ \n\ \n\ #ifdef SDF\n\ \n\ // Get the distance from the edge of a glyph at a given position sampling an SDF texture.\n\ float getDistance(vec2 position)\n\ {\n\ return texture2D(u_atlas, position).r;\n\ }\n\ \n\ // Samples the sdf texture at the given position and produces a color based on the fill color and the outline.\n\ vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smoothing)\n\ {\n\ float distance = getDistance(position);\n\ \n\ if (outlineWidth > 0.0)\n\ {\n\ // Don't get the outline edge exceed the SDF_EDGE\n\ float outlineEdge = clamp(SDF_EDGE - outlineWidth, 0.0, SDF_EDGE);\n\ float outlineFactor = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);\n\ vec4 sdfColor = mix(outlineColor, v_color, outlineFactor);\n\ float alpha = smoothstep(outlineEdge - smoothing, outlineEdge + smoothing, distance);\n\ return vec4(sdfColor.rgb, sdfColor.a * alpha);\n\ }\n\ else\n\ {\n\ float alpha = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);\n\ return vec4(v_color.rgb, v_color.a * alpha);\n\ }\n\ }\n\ #endif\n\ \n\ void main()\n\ {\n\ vec4 color = texture2D(u_atlas, v_textureCoordinates);\n\ \n\ #ifdef SDF\n\ float outlineWidth = v_outlineWidth;\n\ vec4 outlineColor = v_outlineColor;\n\ \n\ // Get the current distance\n\ float distance = getDistance(v_textureCoordinates);\n\ \n\ #ifdef GL_OES_standard_derivatives\n\ float smoothing = fwidth(distance);\n\ // Get an offset that is approximately half the distance to the neighbor pixels\n\ // 0.354 is approximately half of 1/sqrt(2)\n\ vec2 sampleOffset = 0.354 * vec2(dFdx(v_textureCoordinates) + dFdy(v_textureCoordinates));\n\ \n\ // Sample the center point\n\ vec4 center = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);\n\ \n\ // Sample the 4 neighbors\n\ vec4 color1 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\ vec4 color2 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\ vec4 color3 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\ vec4 color4 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\ \n\ // Equally weight the center sample and the 4 neighboring samples\n\ color = (center + color1 + color2 + color3 + color4)/5.0;\n\ #else\n\ // Just do a single sample\n\ float smoothing = 1.0/32.0;\n\ color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);\n\ #endif\n\ \n\ color = czm_gammaCorrect(color);\n\ #else\n\ color = czm_gammaCorrect(color);\n\ color *= czm_gammaCorrect(v_color);\n\ #endif\n\ \n\ // Fully transparent parts of the billboard are not pickable.\n\ #if !defined(OPAQUE) && !defined(TRANSLUCENT)\n\ if (color.a < 0.005) // matches 0/255 and 1/255\n\ {\n\ discard;\n\ }\n\ #else\n\ // The billboard is rendered twice. The opaque pass discards translucent fragments\n\ // and the translucent pass discards opaque fragments.\n\ #ifdef OPAQUE\n\ if (color.a < 0.995) // matches < 254/255\n\ {\n\ discard;\n\ }\n\ #else\n\ if (color.a >= 0.995) // matches 254/255 and 255/255\n\ {\n\ discard;\n\ }\n\ #endif\n\ #endif\n\ \n\ #ifdef VECTOR_TILE\n\ color *= u_highlightColor;\n\ #endif\n\ gl_FragColor = color;\n\ \n\ #ifdef LOG_DEPTH\n\ czm_writeLogDepth();\n\ #endif\n\ \n\ #ifdef FRAGMENT_DEPTH_CHECK\n\ float temp = v_compressed.y;\n\ \n\ temp = temp * SHIFT_RIGHT1;\n\ \n\ float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;\n\ bool enableDepthTest = temp2 != 0.0;\n\ bool applyTranslate = floor(temp) != 0.0;\n\ \n\ if (enableDepthTest) {\n\ temp = v_compressed.z;\n\ temp = temp * SHIFT_RIGHT12;\n\ \n\ vec2 dimensions;\n\ dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;\n\ dimensions.x = floor(temp);\n\ \n\ temp = v_compressed.w;\n\ temp = temp * SHIFT_RIGHT12;\n\ \n\ vec2 imageSize;\n\ imageSize.y = (temp - floor(temp)) * SHIFT_LEFT12;\n\ imageSize.x = floor(temp);\n\ \n\ vec2 adjustedST = v_textureCoordinates - v_textureCoordinateBounds.xy;\n\ adjustedST = adjustedST / vec2(v_textureCoordinateBounds.z - v_textureCoordinateBounds.x, v_textureCoordinateBounds.w - v_textureCoordinateBounds.y);\n\ \n\ float epsilonEyeDepth = v_compressed.x + czm_epsilon1;\n\ float globeDepth1 = getGlobeDepth(adjustedST, v_originTextureCoordinateAndTranslate.xy, applyTranslate, dimensions, imageSize);\n\ \n\ // negative values go into the screen\n\ if (globeDepth1 != 0.0 && globeDepth1 > epsilonEyeDepth)\n\ {\n\ float globeDepth2 = getGlobeDepth(adjustedST, vec2(0.0, 1.0), applyTranslate, dimensions, imageSize); // top left corner\n\ if (globeDepth2 != 0.0 && globeDepth2 > epsilonEyeDepth)\n\ {\n\ float globeDepth3 = getGlobeDepth(adjustedST, vec2(1.0, 1.0), applyTranslate, dimensions, imageSize); // top right corner\n\ if (globeDepth3 != 0.0 && globeDepth3 > epsilonEyeDepth)\n\ {\n\ discard;\n\ }\n\ }\n\ }\n\ }\n\ #endif\n\ \n\ }\n\ ";