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- //This file is automatically rebuilt by the Cesium build process.
- export default "attribute vec3 position3DHigh;\n\
- attribute vec3 position3DLow;\n\
- \n\
- // In 2D and in 3D, texture coordinate normalization component signs encodes:\n\
- // * X sign - sidedness relative to right plane\n\
- // * Y sign - is negative OR magnitude is greater than 1.0 if vertex is on bottom of volume\n\
- #ifndef COLUMBUS_VIEW_2D\n\
- attribute vec4 startHiAndForwardOffsetX;\n\
- attribute vec4 startLoAndForwardOffsetY;\n\
- attribute vec4 startNormalAndForwardOffsetZ;\n\
- attribute vec4 endNormalAndTextureCoordinateNormalizationX;\n\
- attribute vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
- #else\n\
- attribute vec4 startHiLo2D;\n\
- attribute vec4 offsetAndRight2D;\n\
- attribute vec4 startEndNormals2D;\n\
- attribute vec2 texcoordNormalization2D;\n\
- #endif\n\
- \n\
- attribute float batchId;\n\
- \n\
- varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\
- varying vec4 v_endPlaneNormalEcAndBatchId;\n\
- varying vec4 v_rightPlaneEC;\n\
- varying vec4 v_endEcAndStartEcX;\n\
- varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\
- \n\
- // For materials\n\
- #ifdef WIDTH_VARYING\n\
- varying float v_width;\n\
- #endif\n\
- #ifdef ANGLE_VARYING\n\
- varying float v_polylineAngle;\n\
- #endif\n\
- \n\
- #ifdef PER_INSTANCE_COLOR\n\
- varying vec4 v_color;\n\
- #endif\n\
- \n\
- void main()\n\
- {\n\
- #ifdef COLUMBUS_VIEW_2D\n\
- vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw))).xyz;\n\
- \n\
- vec3 forwardDirectionEC = czm_normal * vec3(0.0, offsetAndRight2D.xy);\n\
- vec3 ecEnd = forwardDirectionEC + ecStart;\n\
- forwardDirectionEC = normalize(forwardDirectionEC);\n\
- \n\
- // Right plane\n\
- v_rightPlaneEC.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw);\n\
- v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);\n\
- \n\
- // start plane\n\
- vec4 startPlaneEC;\n\
- startPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy);\n\
- startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);\n\
- \n\
- // end plane\n\
- vec4 endPlaneEC;\n\
- endPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw);\n\
- endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);\n\
- \n\
- v_texcoordNormalizationAndStartEcYZ.x = abs(texcoordNormalization2D.x);\n\
- v_texcoordNormalizationAndStartEcYZ.y = texcoordNormalization2D.y;\n\
- \n\
- #else // COLUMBUS_VIEW_2D\n\
- vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz)).xyz;\n\
- vec3 offset = czm_normal * vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w);\n\
- vec3 ecEnd = ecStart + offset;\n\
- \n\
- vec3 forwardDirectionEC = normalize(offset);\n\
- \n\
- // start plane\n\
- vec4 startPlaneEC;\n\
- startPlaneEC.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz;\n\
- startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);\n\
- \n\
- // end plane\n\
- vec4 endPlaneEC;\n\
- endPlaneEC.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz;\n\
- endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);\n\
- \n\
- // Right plane\n\
- v_rightPlaneEC.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz;\n\
- v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);\n\
- \n\
- v_texcoordNormalizationAndStartEcYZ.x = abs(endNormalAndTextureCoordinateNormalizationX.w);\n\
- v_texcoordNormalizationAndStartEcYZ.y = rightNormalAndTextureCoordinateNormalizationY.w;\n\
- \n\
- #endif // COLUMBUS_VIEW_2D\n\
- \n\
- v_endEcAndStartEcX.xyz = ecEnd;\n\
- v_endEcAndStartEcX.w = ecStart.x;\n\
- v_texcoordNormalizationAndStartEcYZ.zw = ecStart.yz;\n\
- \n\
- #ifdef PER_INSTANCE_COLOR\n\
- v_color = czm_batchTable_color(batchId);\n\
- #endif // PER_INSTANCE_COLOR\n\
- \n\
- // Compute a normal along which to \"push\" the position out, extending the miter depending on view distance.\n\
- // Position has already been \"pushed\" by unit length along miter normal, and miter normals are encoded in the planes.\n\
- // Decode the normal to use at this specific vertex, push the position back, and then push to where it needs to be.\n\
- vec4 positionRelativeToEye = czm_computePosition();\n\
- \n\
- // Check distance to the end plane and start plane, pick the plane that is closer\n\
- vec4 positionEC = czm_modelViewRelativeToEye * positionRelativeToEye; // w = 1.0, see czm_computePosition\n\
- float absStartPlaneDistance = abs(czm_planeDistance(startPlaneEC, positionEC.xyz));\n\
- float absEndPlaneDistance = abs(czm_planeDistance(endPlaneEC, positionEC.xyz));\n\
- vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlaneEC.xyz, endPlaneEC.xyz);\n\
- vec3 upOrDown = normalize(cross(v_rightPlaneEC.xyz, planeDirection)); // Points \"up\" for start plane, \"down\" at end plane.\n\
- vec3 normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too.\n\
- \n\
- // Extrude bottom vertices downward for far view distances, like for GroundPrimitives\n\
- upOrDown = cross(forwardDirectionEC, normalEC);\n\
- upOrDown = float(czm_sceneMode == czm_sceneMode3D) * upOrDown;\n\
- upOrDown = float(v_texcoordNormalizationAndStartEcYZ.y > 1.0 || v_texcoordNormalizationAndStartEcYZ.y < 0.0) * upOrDown;\n\
- upOrDown = min(GLOBE_MINIMUM_ALTITUDE, czm_geometricToleranceOverMeter * length(positionRelativeToEye.xyz)) * upOrDown;\n\
- positionEC.xyz += upOrDown;\n\
- \n\
- v_texcoordNormalizationAndStartEcYZ.y = czm_branchFreeTernary(v_texcoordNormalizationAndStartEcYZ.y > 1.0, 0.0, abs(v_texcoordNormalizationAndStartEcYZ.y));\n\
- \n\
- // Determine distance along normalEC to push for a volume of appropriate width.\n\
- // Make volumes about double pixel width for a conservative fit - in practice the\n\
- // extra cost here is minimal compared to the loose volume heights.\n\
- //\n\
- // N = normalEC (guaranteed \"right-facing\")\n\
- // R = rightEC\n\
- // p = angle between N and R\n\
- // w = distance to push along R if R == N\n\
- // d = distance to push along N\n\
- //\n\
- // N R\n\
- // { \ p| } * cos(p) = dot(N, R) = w / d\n\
- // d\ \ | |w * d = w / dot(N, R)\n\
- // { \| }\n\
- // o---------- polyline segment ---->\n\
- //\n\
- float width = czm_batchTable_width(batchId);\n\
- #ifdef WIDTH_VARYING\n\
- v_width = width;\n\
- #endif\n\
- \n\
- v_startPlaneNormalEcAndHalfWidth.xyz = startPlaneEC.xyz;\n\
- v_startPlaneNormalEcAndHalfWidth.w = width * 0.5;\n\
- \n\
- v_endPlaneNormalEcAndBatchId.xyz = endPlaneEC.xyz;\n\
- v_endPlaneNormalEcAndBatchId.w = batchId;\n\
- \n\
- width = width * max(0.0, czm_metersPerPixel(positionEC)); // width = distance to push along R\n\
- width = width / dot(normalEC, v_rightPlaneEC.xyz); // width = distance to push along N\n\
- \n\
- // Determine if this vertex is on the \"left\" or \"right\"\n\
- #ifdef COLUMBUS_VIEW_2D\n\
- normalEC *= sign(texcoordNormalization2D.x);\n\
- #else\n\
- normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w);\n\
- #endif\n\
- \n\
- positionEC.xyz += width * normalEC;\n\
- gl_Position = czm_depthClamp(czm_projection * positionEC);\n\
- \n\
- #ifdef ANGLE_VARYING\n\
- // Approximate relative screen space direction of the line.\n\
- vec2 approxLineDirection = normalize(vec2(forwardDirectionEC.x, -forwardDirectionEC.y));\n\
- approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y);\n\
- v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y);\n\
- #endif\n\
- }\n\
- ";
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