//This file is automatically rebuilt by the Cesium build process. export default "#ifdef INSTANCED\n\ in vec2 direction;\n\ #endif\n\ in vec4 positionHighAndScale;\n\ in vec4 positionLowAndRotation;\n\ in vec4 compressedAttribute0; // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)\n\ in vec4 compressedAttribute1; // aligned axis, translucency by distance, image width\n\ in vec4 compressedAttribute2; // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free\n\ in vec4 eyeOffset; // eye offset in meters, 4 bytes free (texture range)\n\ in vec4 scaleByDistance; // near, nearScale, far, farScale\n\ in vec4 pixelOffsetScaleByDistance; // near, nearScale, far, farScale\n\ in vec4 compressedAttribute3; // distance display condition near, far, disableDepthTestDistance, dimensions\n\ in vec2 sdf; // sdf outline color (rgb) and width (w)\n\ #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)\n\ in vec4 textureCoordinateBoundsOrLabelTranslate; // the min and max x and y values for the texture coordinates\n\ #endif\n\ #ifdef VECTOR_TILE\n\ in float a_batchId;\n\ #endif\n\ \n\ out vec2 v_textureCoordinates;\n\ #ifdef FRAGMENT_DEPTH_CHECK\n\ out vec4 v_textureCoordinateBounds;\n\ out vec4 v_originTextureCoordinateAndTranslate;\n\ out vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\ out mat2 v_rotationMatrix;\n\ #endif\n\ \n\ out vec4 v_pickColor;\n\ out vec4 v_color;\n\ #ifdef SDF\n\ out vec4 v_outlineColor;\n\ out float v_outlineWidth;\n\ #endif\n\ \n\ const float UPPER_BOUND = 32768.0;\n\ \n\ const float SHIFT_LEFT16 = 65536.0;\n\ const float SHIFT_LEFT12 = 4096.0;\n\ const float SHIFT_LEFT8 = 256.0;\n\ const float SHIFT_LEFT7 = 128.0;\n\ const float SHIFT_LEFT5 = 32.0;\n\ const float SHIFT_LEFT3 = 8.0;\n\ const float SHIFT_LEFT2 = 4.0;\n\ const float SHIFT_LEFT1 = 2.0;\n\ \n\ const float SHIFT_RIGHT12 = 1.0 / 4096.0;\n\ const float SHIFT_RIGHT8 = 1.0 / 256.0;\n\ const float SHIFT_RIGHT7 = 1.0 / 128.0;\n\ const float SHIFT_RIGHT5 = 1.0 / 32.0;\n\ const float SHIFT_RIGHT3 = 1.0 / 8.0;\n\ const float SHIFT_RIGHT2 = 1.0 / 4.0;\n\ const float SHIFT_RIGHT1 = 1.0 / 2.0;\n\ \n\ vec4 addScreenSpaceOffset(vec4 positionEC, vec2 imageSize, float scale, vec2 direction, vec2 origin, vec2 translate, vec2 pixelOffset, vec3 alignedAxis, bool validAlignedAxis, float rotation, bool sizeInMeters, out mat2 rotationMatrix, out float mpp)\n\ {\n\ // Note the halfSize cannot be computed in JavaScript because it is sent via\n\ // compressed vertex attributes that coerce it to an integer.\n\ vec2 halfSize = imageSize * scale * 0.5;\n\ halfSize *= ((direction * 2.0) - 1.0);\n\ \n\ vec2 originTranslate = origin * abs(halfSize);\n\ \n\ #if defined(ROTATION) || defined(ALIGNED_AXIS)\n\ if (validAlignedAxis || rotation != 0.0)\n\ {\n\ float angle = rotation;\n\ if (validAlignedAxis)\n\ {\n\ vec4 projectedAlignedAxis = czm_modelView3D * vec4(alignedAxis, 0.0);\n\ angle += sign(-projectedAlignedAxis.x) * acos(sign(projectedAlignedAxis.y) * (projectedAlignedAxis.y * projectedAlignedAxis.y) /\n\ (projectedAlignedAxis.x * projectedAlignedAxis.x + projectedAlignedAxis.y * projectedAlignedAxis.y));\n\ }\n\ \n\ float cosTheta = cos(angle);\n\ float sinTheta = sin(angle);\n\ rotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta);\n\ halfSize = rotationMatrix * halfSize;\n\ }\n\ else\n\ {\n\ rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);\n\ }\n\ #endif\n\ \n\ mpp = czm_metersPerPixel(positionEC);\n\ positionEC.xy += (originTranslate + halfSize) * czm_branchFreeTernary(sizeInMeters, 1.0, mpp);\n\ positionEC.xy += (translate + pixelOffset) * mpp;\n\ \n\ return positionEC;\n\ }\n\ \n\ #ifdef VERTEX_DEPTH_CHECK\n\ float getGlobeDepth(vec4 positionEC)\n\ {\n\ vec4 posWC = czm_eyeToWindowCoordinates(positionEC);\n\ \n\ float globeDepth = czm_unpackDepth(texture(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));\n\ \n\ if (globeDepth == 0.0)\n\ {\n\ return 0.0; // not on the globe\n\ }\n\ \n\ vec4 eyeCoordinate = czm_windowToEyeCoordinates(posWC.xy, globeDepth);\n\ return eyeCoordinate.z / eyeCoordinate.w;\n\ }\n\ #endif\n\ void main()\n\ {\n\ // Modifying this shader may also require modifications to Billboard._computeScreenSpacePosition\n\ \n\ // unpack attributes\n\ vec3 positionHigh = positionHighAndScale.xyz;\n\ vec3 positionLow = positionLowAndRotation.xyz;\n\ float scale = positionHighAndScale.w;\n\ \n\ #if defined(ROTATION) || defined(ALIGNED_AXIS)\n\ float rotation = positionLowAndRotation.w;\n\ #else\n\ float rotation = 0.0;\n\ #endif\n\ \n\ float compressed = compressedAttribute0.x;\n\ \n\ vec2 pixelOffset;\n\ pixelOffset.x = floor(compressed * SHIFT_RIGHT7);\n\ compressed -= pixelOffset.x * SHIFT_LEFT7;\n\ pixelOffset.x -= UPPER_BOUND;\n\ \n\ vec2 origin;\n\ origin.x = floor(compressed * SHIFT_RIGHT5);\n\ compressed -= origin.x * SHIFT_LEFT5;\n\ \n\ origin.y = floor(compressed * SHIFT_RIGHT3);\n\ compressed -= origin.y * SHIFT_LEFT3;\n\ \n\ #ifdef FRAGMENT_DEPTH_CHECK\n\ vec2 depthOrigin = origin.xy;\n\ #endif\n\ origin -= vec2(1.0);\n\ \n\ float show = floor(compressed * SHIFT_RIGHT2);\n\ compressed -= show * SHIFT_LEFT2;\n\ \n\ #ifdef INSTANCED\n\ vec2 textureCoordinatesBottomLeft = czm_decompressTextureCoordinates(compressedAttribute0.w);\n\ vec2 textureCoordinatesRange = czm_decompressTextureCoordinates(eyeOffset.w);\n\ vec2 textureCoordinates = textureCoordinatesBottomLeft + direction * textureCoordinatesRange;\n\ #else\n\ vec2 direction;\n\ direction.x = floor(compressed * SHIFT_RIGHT1);\n\ direction.y = compressed - direction.x * SHIFT_LEFT1;\n\ \n\ vec2 textureCoordinates = czm_decompressTextureCoordinates(compressedAttribute0.w);\n\ #endif\n\ \n\ float temp = compressedAttribute0.y * SHIFT_RIGHT8;\n\ pixelOffset.y = -(floor(temp) - UPPER_BOUND);\n\ \n\ vec2 translate;\n\ translate.y = (temp - floor(temp)) * SHIFT_LEFT16;\n\ \n\ temp = compressedAttribute0.z * SHIFT_RIGHT8;\n\ translate.x = floor(temp) - UPPER_BOUND;\n\ \n\ translate.y += (temp - floor(temp)) * SHIFT_LEFT8;\n\ translate.y -= UPPER_BOUND;\n\ \n\ temp = compressedAttribute1.x * SHIFT_RIGHT8;\n\ float temp2 = floor(compressedAttribute2.w * SHIFT_RIGHT2);\n\ \n\ vec2 imageSize = vec2(floor(temp), temp2);\n\ \n\ #ifdef FRAGMENT_DEPTH_CHECK\n\ float labelHorizontalOrigin = floor(compressedAttribute2.w - (temp2 * SHIFT_LEFT2));\n\ float applyTranslate = 0.0;\n\ if (labelHorizontalOrigin != 0.0) // is a billboard, so set apply translate to false\n\ {\n\ applyTranslate = 1.0;\n\ labelHorizontalOrigin -= 2.0;\n\ depthOrigin.x = labelHorizontalOrigin + 1.0;\n\ }\n\ \n\ depthOrigin = vec2(1.0) - (depthOrigin * 0.5);\n\ #endif\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\ #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)\n\ temp = compressedAttribute3.w;\n\ temp = temp * SHIFT_RIGHT12;\n\ \n\ vec2 dimensions;\n\ dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;\n\ dimensions.x = floor(temp);\n\ #endif\n\ \n\ #ifdef ALIGNED_AXIS\n\ vec3 alignedAxis = czm_octDecode(floor(compressedAttribute1.y * SHIFT_RIGHT8));\n\ temp = compressedAttribute2.z * SHIFT_RIGHT5;\n\ bool validAlignedAxis = (temp - floor(temp)) * SHIFT_LEFT1 > 0.0;\n\ #else\n\ vec3 alignedAxis = vec3(0.0);\n\ bool validAlignedAxis = false;\n\ #endif\n\ \n\ vec4 pickColor;\n\ vec4 color;\n\ \n\ temp = compressedAttribute2.y;\n\ temp = temp * 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\ temp = compressedAttribute2.x;\n\ temp = temp * 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\ temp = compressedAttribute2.z * SHIFT_RIGHT8;\n\ bool sizeInMeters = floor((temp - floor(temp)) * SHIFT_LEFT7) > 0.0;\n\ temp = floor(temp) * SHIFT_RIGHT8;\n\ \n\ pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;\n\ pickColor /= 255.0;\n\ \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\ #if defined(FRAGMENT_DEPTH_CHECK) || defined(VERTEX_DEPTH_CHECK)\n\ float eyeDepth = positionEC.z;\n\ #endif\n\ \n\ positionEC = czm_eyeOffset(positionEC, eyeOffset.xyz);\n\ positionEC.xyz *= show;\n\ \n\ ///////////////////////////////////////////////////////////////////////////\n\ \n\ #if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(EYE_DISTANCE_PIXEL_OFFSET) || 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\ float distanceScale = czm_nearFarScalar(scaleByDistance, lengthSq);\n\ scale *= distanceScale;\n\ translate *= distanceScale;\n\ // push vertex behind near plane for clipping\n\ if (scale == 0.0)\n\ {\n\ positionEC.xyz = vec3(0.0);\n\ }\n\ #endif\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 == 0.0)\n\ {\n\ positionEC.xyz = vec3(0.0);\n\ }\n\ #endif\n\ \n\ #ifdef EYE_DISTANCE_PIXEL_OFFSET\n\ float pixelOffsetScale = czm_nearFarScalar(pixelOffsetScaleByDistance, lengthSq);\n\ pixelOffset *= pixelOffsetScale;\n\ #endif\n\ \n\ #ifdef DISTANCE_DISPLAY_CONDITION\n\ float nearSq = compressedAttribute3.x;\n\ float farSq = compressedAttribute3.y;\n\ if (lengthSq < nearSq || lengthSq > farSq)\n\ {\n\ positionEC.xyz = vec3(0.0);\n\ }\n\ #endif\n\ \n\ mat2 rotationMatrix;\n\ float mpp;\n\ \n\ #ifdef DISABLE_DEPTH_DISTANCE\n\ float disableDepthTestDistance = compressedAttribute3.z;\n\ #endif\n\ \n\ #ifdef VERTEX_DEPTH_CHECK\n\ if (lengthSq < disableDepthTestDistance) {\n\ float depthsilon = 10.0;\n\ \n\ vec2 labelTranslate = textureCoordinateBoundsOrLabelTranslate.xy;\n\ vec4 pEC1 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\ float globeDepth1 = getGlobeDepth(pEC1);\n\ \n\ if (globeDepth1 != 0.0 && pEC1.z + depthsilon < globeDepth1)\n\ {\n\ vec4 pEC2 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0, 1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\ float globeDepth2 = getGlobeDepth(pEC2);\n\ \n\ if (globeDepth2 != 0.0 && pEC2.z + depthsilon < globeDepth2)\n\ {\n\ vec4 pEC3 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\ float globeDepth3 = getGlobeDepth(pEC3);\n\ if (globeDepth3 != 0.0 && pEC3.z + depthsilon < globeDepth3)\n\ {\n\ positionEC.xyz = vec3(0.0);\n\ }\n\ }\n\ }\n\ }\n\ #endif\n\ \n\ positionEC = addScreenSpaceOffset(positionEC, imageSize, scale, direction, origin, translate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\ gl_Position = czm_projection * positionEC;\n\ v_textureCoordinates = textureCoordinates;\n\ \n\ #ifdef LOG_DEPTH\n\ czm_vertexLogDepth();\n\ #endif\n\ \n\ #ifdef DISABLE_DEPTH_DISTANCE\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\ v_depthFromNearPlusOne = 1.0;\n\ #endif\n\ }\n\ }\n\ #endif\n\ \n\ #ifdef FRAGMENT_DEPTH_CHECK\n\ if (sizeInMeters) {\n\ translate /= mpp;\n\ dimensions /= mpp;\n\ imageSize /= mpp;\n\ }\n\ \n\ #if defined(ROTATION) || defined(ALIGNED_AXIS)\n\ v_rotationMatrix = rotationMatrix;\n\ #else\n\ v_rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);\n\ #endif\n\ \n\ float enableDepthCheck = 0.0;\n\ if (lengthSq < disableDepthTestDistance)\n\ {\n\ enableDepthCheck = 1.0;\n\ }\n\ \n\ float dw = floor(clamp(dimensions.x, 0.0, SHIFT_LEFT12));\n\ float dh = floor(clamp(dimensions.y, 0.0, SHIFT_LEFT12));\n\ \n\ float iw = floor(clamp(imageSize.x, 0.0, SHIFT_LEFT12));\n\ float ih = floor(clamp(imageSize.y, 0.0, SHIFT_LEFT12));\n\ \n\ v_compressed.x = eyeDepth;\n\ v_compressed.y = applyTranslate * SHIFT_LEFT1 + enableDepthCheck;\n\ v_compressed.z = dw * SHIFT_LEFT12 + dh;\n\ v_compressed.w = iw * SHIFT_LEFT12 + ih;\n\ v_originTextureCoordinateAndTranslate.xy = depthOrigin;\n\ v_originTextureCoordinateAndTranslate.zw = translate;\n\ v_textureCoordinateBounds = textureCoordinateBoundsOrLabelTranslate;\n\ \n\ #endif\n\ \n\ #ifdef SDF\n\ vec4 outlineColor;\n\ float outlineWidth;\n\ \n\ temp = sdf.x;\n\ temp = temp * 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\ temp = sdf.y;\n\ temp = temp * SHIFT_RIGHT8;\n\ float temp3 = (temp - floor(temp)) * SHIFT_LEFT8;\n\ temp = floor(temp) * SHIFT_RIGHT8;\n\ outlineWidth = (temp - floor(temp)) * SHIFT_LEFT8;\n\ outlineColor.a = floor(temp);\n\ outlineColor /= 255.0;\n\ \n\ v_outlineWidth = outlineWidth / 255.0;\n\ v_outlineColor = outlineColor;\n\ v_outlineColor.a *= translucency;\n\ #endif\n\ \n\ v_pickColor = pickColor;\n\ \n\ v_color = color;\n\ v_color.a *= translucency;\n\ \n\ }\n\ ";