| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208 | #ifdef GL_OES_standard_derivatives#extension GL_OES_standard_derivatives : enable#endifuniform sampler2D u_atlas;#ifdef VECTOR_TILEuniform vec4 u_highlightColor;#endifvarying vec2 v_textureCoordinates;varying vec4 v_pickColor;varying vec4 v_color;#ifdef SDFvarying vec4 v_outlineColor;varying float v_outlineWidth;#endif#ifdef FRAGMENT_DEPTH_CHECKvarying vec4 v_textureCoordinateBounds;                  // the min and max x and y values for the texture coordinatesvarying 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: imageSizevarying 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);    }}#endifvoid 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}
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