PolylineShadowVolumeFS.js 4.2 KB

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  1. //This file is automatically rebuilt by the Cesium build process.
  2. export default "#ifdef GL_EXT_frag_depth\n\
  3. #extension GL_EXT_frag_depth : enable\n\
  4. #endif\n\
  5. \n\
  6. varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\
  7. varying vec4 v_endPlaneNormalEcAndBatchId;\n\
  8. varying vec4 v_rightPlaneEC; // Technically can compute distance for this here\n\
  9. varying vec4 v_endEcAndStartEcX;\n\
  10. varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\
  11. \n\
  12. #ifdef PER_INSTANCE_COLOR\n\
  13. varying vec4 v_color;\n\
  14. #endif\n\
  15. \n\
  16. void main(void)\n\
  17. {\n\
  18. float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));\n\
  19. vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);\n\
  20. \n\
  21. // Discard for sky\n\
  22. if (logDepthOrDepth == 0.0) {\n\
  23. #ifdef DEBUG_SHOW_VOLUME\n\
  24. gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
  25. return;\n\
  26. #else // DEBUG_SHOW_VOLUME\n\
  27. discard;\n\
  28. #endif // DEBUG_SHOW_VOLUME\n\
  29. }\n\
  30. \n\
  31. vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\
  32. eyeCoordinate /= eyeCoordinate.w;\n\
  33. \n\
  34. float halfMaxWidth = v_startPlaneNormalEcAndHalfWidth.w * czm_metersPerPixel(eyeCoordinate);\n\
  35. // Check distance of the eye coordinate against the right-facing plane\n\
  36. float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz);\n\
  37. \n\
  38. // Check eye coordinate against the mitering planes\n\
  39. float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);\n\
  40. float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);\n\
  41. \n\
  42. if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {\n\
  43. #ifdef DEBUG_SHOW_VOLUME\n\
  44. gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
  45. return;\n\
  46. #else // DEBUG_SHOW_VOLUME\n\
  47. discard;\n\
  48. #endif // DEBUG_SHOW_VOLUME\n\
  49. }\n\
  50. \n\
  51. // Check distance of the eye coordinate against start and end planes with normals in the right plane.\n\
  52. // For computing unskewed lengthwise texture coordinate.\n\
  53. // Can also be used for clipping extremely pointy miters, but in practice unnecessary because of miter breaking.\n\
  54. \n\
  55. // aligned plane: cross the right plane normal with miter plane normal, then cross the result with right again to point it more \"forward\"\n\
  56. vec3 alignedPlaneNormal;\n\
  57. \n\
  58. // start aligned plane\n\
  59. alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_startPlaneNormalEcAndHalfWidth.xyz);\n\
  60. alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\
  61. distanceFromStart = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, ecStart), eyeCoordinate.xyz);\n\
  62. \n\
  63. // end aligned plane\n\
  64. alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_endPlaneNormalEcAndBatchId.xyz);\n\
  65. alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\
  66. distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);\n\
  67. \n\
  68. #ifdef PER_INSTANCE_COLOR\n\
  69. gl_FragColor = czm_gammaCorrect(v_color);\n\
  70. #else // PER_INSTANCE_COLOR\n\
  71. // Clamp - distance to aligned planes may be negative due to mitering,\n\
  72. // so fragment texture coordinate might be out-of-bounds.\n\
  73. float s = clamp(distanceFromStart / (distanceFromStart + distanceFromEnd), 0.0, 1.0);\n\
  74. s = (s * v_texcoordNormalizationAndStartEcYZ.x) + v_texcoordNormalizationAndStartEcYZ.y;\n\
  75. float t = (widthwiseDistance + halfMaxWidth) / (2.0 * halfMaxWidth);\n\
  76. \n\
  77. czm_materialInput materialInput;\n\
  78. \n\
  79. materialInput.s = s;\n\
  80. materialInput.st = vec2(s, t);\n\
  81. materialInput.str = vec3(s, t, 0.0);\n\
  82. \n\
  83. czm_material material = czm_getMaterial(materialInput);\n\
  84. gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
  85. #endif // PER_INSTANCE_COLOR\n\
  86. \n\
  87. // Premultiply alpha. Required for classification primitives on translucent globe.\n\
  88. gl_FragColor.rgb *= gl_FragColor.a;\n\
  89. \n\
  90. czm_writeDepthClamp();\n\
  91. }\n\
  92. ";