| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210 | //This file is automatically rebuilt by the Cesium build process.export default "#ifdef GL_OES_standard_derivatives\n\#extension GL_OES_standard_derivatives : enable\n\#endif\n\\n\uniform sampler2D u_atlas;\n\\n\#ifdef VECTOR_TILE\n\uniform vec4 u_highlightColor;\n\#endif\n\\n\varying vec2 v_textureCoordinates;\n\varying vec4 v_pickColor;\n\varying vec4 v_color;\n\\n\#ifdef SDF\n\varying vec4 v_outlineColor;\n\varying float v_outlineWidth;\n\#endif\n\\n\#ifdef FRAGMENT_DEPTH_CHECK\n\varying vec4 v_textureCoordinateBounds;                  // the min and max x and y values for the texture coordinates\n\varying vec4 v_originTextureCoordinateAndTranslate;      // texture coordinate at the origin, billboard translate (used for label glyphs)\n\varying vec4 v_compressed;                               // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\varying mat2 v_rotationMatrix;\n\\n\const float SHIFT_LEFT12 = 4096.0;\n\const float SHIFT_LEFT1 = 2.0;\n\\n\const float SHIFT_RIGHT12 = 1.0 / 4096.0;\n\const float SHIFT_RIGHT1 = 1.0 / 2.0;\n\\n\float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, vec2 dimensions, vec2 imageSize)\n\{\n\    vec2 lookupVector = imageSize * (depthLookupST - adjustedST);\n\    lookupVector = v_rotationMatrix * lookupVector;\n\    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\n\\n\    vec2 translation = v_originTextureCoordinateAndTranslate.zw;\n\\n\    if (applyTranslate)\n\    {\n\        // this is only needed for labels where the horizontal origin is not LEFT\n\        // it moves the label back to where the \"origin\" should be since all label glyphs are set to HorizontalOrigin.LEFT\n\        translation += (dimensions * v_originTextureCoordinateAndTranslate.xy * vec2(1.0, 0.0));\n\    }\n\\n\    vec2 st = ((lookupVector - translation + labelOffset) + gl_FragCoord.xy) / czm_viewport.zw;\n\    float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, st));\n\\n\    if (logDepthOrDepth == 0.0)\n\    {\n\        return 0.0; // not on the globe\n\    }\n\\n\    vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\    return eyeCoordinate.z / eyeCoordinate.w;\n\}\n\#endif\n\\n\\n\#ifdef SDF\n\\n\// Get the distance from the edge of a glyph at a given position sampling an SDF texture.\n\float getDistance(vec2 position)\n\{\n\    return texture2D(u_atlas, position).r;\n\}\n\\n\// Samples the sdf texture at the given position and produces a color based on the fill color and the outline.\n\vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smoothing)\n\{\n\    float distance = getDistance(position);\n\\n\    if (outlineWidth > 0.0)\n\    {\n\        // Don't get the outline edge exceed the SDF_EDGE\n\        float outlineEdge = clamp(SDF_EDGE - outlineWidth, 0.0, SDF_EDGE);\n\        float outlineFactor = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);\n\        vec4 sdfColor = mix(outlineColor, v_color, outlineFactor);\n\        float alpha = smoothstep(outlineEdge - smoothing, outlineEdge + smoothing, distance);\n\        return vec4(sdfColor.rgb, sdfColor.a * alpha);\n\    }\n\    else\n\    {\n\        float alpha = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);\n\        return vec4(v_color.rgb, v_color.a * alpha);\n\    }\n\}\n\#endif\n\\n\void main()\n\{\n\    vec4 color = texture2D(u_atlas, v_textureCoordinates);\n\\n\#ifdef SDF\n\    float outlineWidth = v_outlineWidth;\n\    vec4 outlineColor = v_outlineColor;\n\\n\    // Get the current distance\n\    float distance = getDistance(v_textureCoordinates);\n\\n\#ifdef GL_OES_standard_derivatives\n\    float smoothing = fwidth(distance);\n\    // Get an offset that is approximately half the distance to the neighbor pixels\n\    // 0.354 is approximately half of 1/sqrt(2)\n\    vec2 sampleOffset = 0.354 * vec2(dFdx(v_textureCoordinates) + dFdy(v_textureCoordinates));\n\\n\    // Sample the center point\n\    vec4 center = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);\n\\n\    // Sample the 4 neighbors\n\    vec4 color1 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\    vec4 color2 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\    vec4 color3 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\    vec4 color4 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\\n\    // Equally weight the center sample and the 4 neighboring samples\n\    color = (center + color1 + color2 + color3 + color4)/5.0;\n\#else\n\    // Just do a single sample\n\    float smoothing = 1.0/32.0;\n\    color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);\n\#endif\n\\n\    color = czm_gammaCorrect(color);\n\#else\n\    color = czm_gammaCorrect(color);\n\    color *= czm_gammaCorrect(v_color);\n\#endif\n\\n\// Fully transparent parts of the billboard are not pickable.\n\#if !defined(OPAQUE) && !defined(TRANSLUCENT)\n\    if (color.a < 0.005)   // matches 0/255 and 1/255\n\    {\n\        discard;\n\    }\n\#else\n\// The billboard is rendered twice. The opaque pass discards translucent fragments\n\// and the translucent pass discards opaque fragments.\n\#ifdef OPAQUE\n\    if (color.a < 0.995)   // matches < 254/255\n\    {\n\        discard;\n\    }\n\#else\n\    if (color.a >= 0.995)  // matches 254/255 and 255/255\n\    {\n\        discard;\n\    }\n\#endif\n\#endif\n\\n\#ifdef VECTOR_TILE\n\    color *= u_highlightColor;\n\#endif\n\    gl_FragColor = color;\n\\n\#ifdef LOG_DEPTH\n\    czm_writeLogDepth();\n\#endif\n\\n\#ifdef FRAGMENT_DEPTH_CHECK\n\    float temp = v_compressed.y;\n\\n\    temp = temp * SHIFT_RIGHT1;\n\\n\    float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;\n\    bool enableDepthTest = temp2 != 0.0;\n\    bool applyTranslate = floor(temp) != 0.0;\n\\n\    if (enableDepthTest) {\n\        temp = v_compressed.z;\n\        temp = temp * SHIFT_RIGHT12;\n\\n\        vec2 dimensions;\n\        dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;\n\        dimensions.x = floor(temp);\n\\n\        temp = v_compressed.w;\n\        temp = temp * SHIFT_RIGHT12;\n\\n\        vec2 imageSize;\n\        imageSize.y = (temp - floor(temp)) * SHIFT_LEFT12;\n\        imageSize.x = floor(temp);\n\\n\        vec2 adjustedST = v_textureCoordinates - v_textureCoordinateBounds.xy;\n\        adjustedST = adjustedST / vec2(v_textureCoordinateBounds.z - v_textureCoordinateBounds.x, v_textureCoordinateBounds.w - v_textureCoordinateBounds.y);\n\\n\        float epsilonEyeDepth = v_compressed.x + czm_epsilon1;\n\        float globeDepth1 = getGlobeDepth(adjustedST, v_originTextureCoordinateAndTranslate.xy, applyTranslate, dimensions, imageSize);\n\\n\        // negative values go into the screen\n\        if (globeDepth1 != 0.0 && globeDepth1 > epsilonEyeDepth)\n\        {\n\            float globeDepth2 = getGlobeDepth(adjustedST, vec2(0.0, 1.0), applyTranslate, dimensions, imageSize); // top left corner\n\            if (globeDepth2 != 0.0 && globeDepth2 > epsilonEyeDepth)\n\            {\n\                float globeDepth3 = getGlobeDepth(adjustedST, vec2(1.0, 1.0), applyTranslate, dimensions, imageSize); // top right corner\n\                if (globeDepth3 != 0.0 && globeDepth3 > epsilonEyeDepth)\n\                {\n\                    discard;\n\                }\n\            }\n\        }\n\    }\n\#endif\n\\n\}\n\";
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