123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208 |
- #ifdef GL_OES_standard_derivatives
- #extension GL_OES_standard_derivatives : enable
- #endif
- uniform sampler2D u_atlas;
- #ifdef VECTOR_TILE
- uniform vec4 u_highlightColor;
- #endif
- varying vec2 v_textureCoordinates;
- varying vec4 v_pickColor;
- varying vec4 v_color;
- #ifdef SDF
- varying vec4 v_outlineColor;
- varying float v_outlineWidth;
- #endif
- #ifdef FRAGMENT_DEPTH_CHECK
- varying vec4 v_textureCoordinateBounds; // the min and max x and y values for the texture coordinates
- varying vec4 v_originTextureCoordinateAndTranslate; // texture coordinate at the origin, billboard translate (used for label glyphs)
- varying vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
- varying mat2 v_rotationMatrix;
- const float SHIFT_LEFT12 = 4096.0;
- const float SHIFT_LEFT1 = 2.0;
- const float SHIFT_RIGHT12 = 1.0 / 4096.0;
- const float SHIFT_RIGHT1 = 1.0 / 2.0;
- float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, vec2 dimensions, vec2 imageSize)
- {
- vec2 lookupVector = imageSize * (depthLookupST - adjustedST);
- lookupVector = v_rotationMatrix * lookupVector;
- 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
- vec2 translation = v_originTextureCoordinateAndTranslate.zw;
- if (applyTranslate)
- {
- // this is only needed for labels where the horizontal origin is not LEFT
- // it moves the label back to where the "origin" should be since all label glyphs are set to HorizontalOrigin.LEFT
- translation += (dimensions * v_originTextureCoordinateAndTranslate.xy * vec2(1.0, 0.0));
- }
- vec2 st = ((lookupVector - translation + labelOffset) + gl_FragCoord.xy) / czm_viewport.zw;
- float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, st));
- if (logDepthOrDepth == 0.0)
- {
- return 0.0; // not on the globe
- }
- vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
- return eyeCoordinate.z / eyeCoordinate.w;
- }
- #endif
- #ifdef SDF
- // Get the distance from the edge of a glyph at a given position sampling an SDF texture.
- float getDistance(vec2 position)
- {
- return texture2D(u_atlas, position).r;
- }
- // Samples the sdf texture at the given position and produces a color based on the fill color and the outline.
- vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smoothing)
- {
- float distance = getDistance(position);
- if (outlineWidth > 0.0)
- {
- // Don't get the outline edge exceed the SDF_EDGE
- float outlineEdge = clamp(SDF_EDGE - outlineWidth, 0.0, SDF_EDGE);
- float outlineFactor = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
- vec4 sdfColor = mix(outlineColor, v_color, outlineFactor);
- float alpha = smoothstep(outlineEdge - smoothing, outlineEdge + smoothing, distance);
- return vec4(sdfColor.rgb, sdfColor.a * alpha);
- }
- else
- {
- float alpha = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
- return vec4(v_color.rgb, v_color.a * alpha);
- }
- }
- #endif
- void main()
- {
- vec4 color = texture2D(u_atlas, v_textureCoordinates);
- #ifdef SDF
- float outlineWidth = v_outlineWidth;
- vec4 outlineColor = v_outlineColor;
- // Get the current distance
- float distance = getDistance(v_textureCoordinates);
- #ifdef GL_OES_standard_derivatives
- float smoothing = fwidth(distance);
- // Get an offset that is approximately half the distance to the neighbor pixels
- // 0.354 is approximately half of 1/sqrt(2)
- vec2 sampleOffset = 0.354 * vec2(dFdx(v_textureCoordinates) + dFdy(v_textureCoordinates));
- // Sample the center point
- vec4 center = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
- // Sample the 4 neighbors
- vec4 color1 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
- vec4 color2 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
- vec4 color3 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
- vec4 color4 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
- // Equally weight the center sample and the 4 neighboring samples
- color = (center + color1 + color2 + color3 + color4)/5.0;
- #else
- // Just do a single sample
- float smoothing = 1.0/32.0;
- color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
- #endif
- color = czm_gammaCorrect(color);
- #else
- color = czm_gammaCorrect(color);
- color *= czm_gammaCorrect(v_color);
- #endif
- // Fully transparent parts of the billboard are not pickable.
- #if !defined(OPAQUE) && !defined(TRANSLUCENT)
- if (color.a < 0.005) // matches 0/255 and 1/255
- {
- discard;
- }
- #else
- // The billboard is rendered twice. The opaque pass discards translucent fragments
- // and the translucent pass discards opaque fragments.
- #ifdef OPAQUE
- if (color.a < 0.995) // matches < 254/255
- {
- discard;
- }
- #else
- if (color.a >= 0.995) // matches 254/255 and 255/255
- {
- discard;
- }
- #endif
- #endif
- #ifdef VECTOR_TILE
- color *= u_highlightColor;
- #endif
- gl_FragColor = color;
- #ifdef LOG_DEPTH
- czm_writeLogDepth();
- #endif
- #ifdef FRAGMENT_DEPTH_CHECK
- float temp = v_compressed.y;
- temp = temp * SHIFT_RIGHT1;
- float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;
- bool enableDepthTest = temp2 != 0.0;
- bool applyTranslate = floor(temp) != 0.0;
- if (enableDepthTest) {
- temp = v_compressed.z;
- temp = temp * SHIFT_RIGHT12;
- vec2 dimensions;
- dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;
- dimensions.x = floor(temp);
- temp = v_compressed.w;
- temp = temp * SHIFT_RIGHT12;
- vec2 imageSize;
- imageSize.y = (temp - floor(temp)) * SHIFT_LEFT12;
- imageSize.x = floor(temp);
- vec2 adjustedST = v_textureCoordinates - v_textureCoordinateBounds.xy;
- adjustedST = adjustedST / vec2(v_textureCoordinateBounds.z - v_textureCoordinateBounds.x, v_textureCoordinateBounds.w - v_textureCoordinateBounds.y);
- float epsilonEyeDepth = v_compressed.x + czm_epsilon1;
- float globeDepth1 = getGlobeDepth(adjustedST, v_originTextureCoordinateAndTranslate.xy, applyTranslate, dimensions, imageSize);
- // negative values go into the screen
- if (globeDepth1 != 0.0 && globeDepth1 > epsilonEyeDepth)
- {
- float globeDepth2 = getGlobeDepth(adjustedST, vec2(0.0, 1.0), applyTranslate, dimensions, imageSize); // top left corner
- if (globeDepth2 != 0.0 && globeDepth2 > epsilonEyeDepth)
- {
- float globeDepth3 = getGlobeDepth(adjustedST, vec2(1.0, 1.0), applyTranslate, dimensions, imageSize); // top right corner
- if (globeDepth3 != 0.0 && globeDepth3 > epsilonEyeDepth)
- {
- discard;
- }
- }
- }
- }
- #endif
- }
|