//This file is automatically rebuilt by the Cesium build process. export default "uniform float u_maxTotalPointSize;\n\ \n\ attribute vec4 positionHighAndSize;\n\ attribute vec4 positionLowAndOutline;\n\ attribute vec4 compressedAttribute0; // color, outlineColor, pick color\n\ attribute vec4 compressedAttribute1; // show, translucency by distance, some free space\n\ attribute vec4 scaleByDistance; // near, nearScale, far, farScale\n\ attribute vec3 distanceDisplayConditionAndDisableDepth; // near, far, disableDepthTestDistance\n\ \n\ varying vec4 v_color;\n\ varying vec4 v_outlineColor;\n\ varying float v_innerPercent;\n\ varying float v_pixelDistance;\n\ varying vec4 v_pickColor;\n\ \n\ const float SHIFT_LEFT8 = 256.0;\n\ const float SHIFT_RIGHT8 = 1.0 / 256.0;\n\ \n\ void main()\n\ {\n\ // Modifying this shader may also require modifications to PointPrimitive._computeScreenSpacePosition\n\ \n\ // unpack attributes\n\ vec3 positionHigh = positionHighAndSize.xyz;\n\ vec3 positionLow = positionLowAndOutline.xyz;\n\ float outlineWidthBothSides = 2.0 * positionLowAndOutline.w;\n\ float totalSize = positionHighAndSize.w + outlineWidthBothSides;\n\ float outlinePercent = outlineWidthBothSides / totalSize;\n\ // Scale in response to browser-zoom.\n\ totalSize *= czm_pixelRatio;\n\ // Add padding for anti-aliasing on both sides.\n\ totalSize += 3.0;\n\ \n\ float temp = compressedAttribute1.x * SHIFT_RIGHT8;\n\ float show = floor(temp);\n\ \n\ #ifdef EYE_DISTANCE_TRANSLUCENCY\n\ vec4 translucencyByDistance;\n\ translucencyByDistance.x = compressedAttribute1.z;\n\ translucencyByDistance.z = compressedAttribute1.w;\n\ \n\ translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;\n\ \n\ temp = compressedAttribute1.y * SHIFT_RIGHT8;\n\ translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;\n\ #endif\n\ \n\ ///////////////////////////////////////////////////////////////////////////\n\ \n\ vec4 color;\n\ vec4 outlineColor;\n\ vec4 pickColor;\n\ \n\ // compressedAttribute0.z => pickColor.rgb\n\ \n\ temp = compressedAttribute0.z * SHIFT_RIGHT8;\n\ pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8;\n\ temp = floor(temp) * SHIFT_RIGHT8;\n\ pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8;\n\ pickColor.r = floor(temp);\n\ \n\ // compressedAttribute0.x => color.rgb\n\ \n\ temp = compressedAttribute0.x * SHIFT_RIGHT8;\n\ color.b = (temp - floor(temp)) * SHIFT_LEFT8;\n\ temp = floor(temp) * SHIFT_RIGHT8;\n\ color.g = (temp - floor(temp)) * SHIFT_LEFT8;\n\ color.r = floor(temp);\n\ \n\ // compressedAttribute0.y => outlineColor.rgb\n\ \n\ temp = compressedAttribute0.y * SHIFT_RIGHT8;\n\ outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8;\n\ temp = floor(temp) * SHIFT_RIGHT8;\n\ outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8;\n\ outlineColor.r = floor(temp);\n\ \n\ // compressedAttribute0.w => color.a, outlineColor.a, pickColor.a\n\ \n\ temp = compressedAttribute0.w * SHIFT_RIGHT8;\n\ pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;\n\ pickColor = pickColor / 255.0;\n\ \n\ temp = floor(temp) * SHIFT_RIGHT8;\n\ outlineColor.a = (temp - floor(temp)) * SHIFT_LEFT8;\n\ outlineColor /= 255.0;\n\ color.a = floor(temp);\n\ color /= 255.0;\n\ \n\ ///////////////////////////////////////////////////////////////////////////\n\ \n\ vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);\n\ vec4 positionEC = czm_modelViewRelativeToEye * p;\n\ \n\ ///////////////////////////////////////////////////////////////////////////\n\ \n\ #if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE)\n\ float lengthSq;\n\ if (czm_sceneMode == czm_sceneMode2D)\n\ {\n\ // 2D camera distance is a special case\n\ // treat all billboards as flattened to the z=0.0 plane\n\ lengthSq = czm_eyeHeight2D.y;\n\ }\n\ else\n\ {\n\ lengthSq = dot(positionEC.xyz, positionEC.xyz);\n\ }\n\ #endif\n\ \n\ #ifdef EYE_DISTANCE_SCALING\n\ totalSize *= czm_nearFarScalar(scaleByDistance, lengthSq);\n\ #endif\n\ // Clamp to max point size.\n\ totalSize = min(totalSize, u_maxTotalPointSize);\n\ // If size is too small, push vertex behind near plane for clipping.\n\ // Note that context.minimumAliasedPointSize \"will be at most 1.0\".\n\ if (totalSize < 1.0)\n\ {\n\ positionEC.xyz = vec3(0.0);\n\ totalSize = 1.0;\n\ }\n\ \n\ float translucency = 1.0;\n\ #ifdef EYE_DISTANCE_TRANSLUCENCY\n\ translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);\n\ // push vertex behind near plane for clipping\n\ if (translucency < 0.004)\n\ {\n\ positionEC.xyz = vec3(0.0);\n\ }\n\ #endif\n\ \n\ #ifdef DISTANCE_DISPLAY_CONDITION\n\ float nearSq = distanceDisplayConditionAndDisableDepth.x;\n\ float farSq = distanceDisplayConditionAndDisableDepth.y;\n\ if (lengthSq < nearSq || lengthSq > farSq) {\n\ // push vertex behind camera to force it to be clipped\n\ positionEC.xyz = vec3(0.0, 0.0, 1.0);\n\ }\n\ #endif\n\ \n\ gl_Position = czm_projection * positionEC;\n\ czm_vertexLogDepth();\n\ \n\ #ifdef DISABLE_DEPTH_DISTANCE\n\ float disableDepthTestDistance = distanceDisplayConditionAndDisableDepth.z;\n\ if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0)\n\ {\n\ disableDepthTestDistance = czm_minimumDisableDepthTestDistance;\n\ }\n\ \n\ if (disableDepthTestDistance != 0.0)\n\ {\n\ // Don't try to \"multiply both sides\" by w. Greater/less-than comparisons won't work for negative values of w.\n\ float zclip = gl_Position.z / gl_Position.w;\n\ bool clipped = (zclip < -1.0 || zclip > 1.0);\n\ if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance)))\n\ {\n\ // Position z on the near plane.\n\ gl_Position.z = -gl_Position.w;\n\ #ifdef LOG_DEPTH\n\ czm_vertexLogDepth(vec4(czm_currentFrustum.x));\n\ #endif\n\ }\n\ }\n\ #endif\n\ \n\ v_color = color;\n\ v_color.a *= translucency * show;\n\ v_outlineColor = outlineColor;\n\ v_outlineColor.a *= translucency * show;\n\ \n\ v_innerPercent = 1.0 - outlinePercent;\n\ v_pixelDistance = 2.0 / totalSize;\n\ gl_PointSize = totalSize * show;\n\ gl_Position *= show;\n\ \n\ v_pickColor = pickColor;\n\ }\n\ ";