| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434 | #ifdef INSTANCEDattribute vec2 direction;#endifattribute vec4 positionHighAndScale;attribute vec4 positionLowAndRotation;attribute vec4 compressedAttribute0;                       // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)attribute vec4 compressedAttribute1;                       // aligned axis, translucency by distance, image widthattribute vec4 compressedAttribute2;                       // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits freeattribute vec4 eyeOffset;                                  // eye offset in meters, 4 bytes free (texture range)attribute vec4 scaleByDistance;                            // near, nearScale, far, farScaleattribute vec4 pixelOffsetScaleByDistance;                 // near, nearScale, far, farScaleattribute vec4 compressedAttribute3;                       // distance display condition near, far, disableDepthTestDistance, dimensionsattribute vec2 sdf;                                        // sdf outline color (rgb) and width (w)#if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)attribute vec4 textureCoordinateBoundsOrLabelTranslate;    // the min and max x and y values for the texture coordinates#endif#ifdef VECTOR_TILEattribute float a_batchId;#endifvarying vec2 v_textureCoordinates;#ifdef FRAGMENT_DEPTH_CHECKvarying vec4 v_textureCoordinateBounds;varying vec4 v_originTextureCoordinateAndTranslate;varying vec4 v_compressed;                                 // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSizevarying mat2 v_rotationMatrix;#endifvarying vec4 v_pickColor;varying vec4 v_color;#ifdef SDFvarying vec4 v_outlineColor;varying float v_outlineWidth;#endifconst float UPPER_BOUND = 32768.0;const float SHIFT_LEFT16 = 65536.0;const float SHIFT_LEFT12 = 4096.0;const float SHIFT_LEFT8 = 256.0;const float SHIFT_LEFT7 = 128.0;const float SHIFT_LEFT5 = 32.0;const float SHIFT_LEFT3 = 8.0;const float SHIFT_LEFT2 = 4.0;const float SHIFT_LEFT1 = 2.0;const float SHIFT_RIGHT12 = 1.0 / 4096.0;const float SHIFT_RIGHT8 = 1.0 / 256.0;const float SHIFT_RIGHT7 = 1.0 / 128.0;const float SHIFT_RIGHT5 = 1.0 / 32.0;const float SHIFT_RIGHT3 = 1.0 / 8.0;const float SHIFT_RIGHT2 = 1.0 / 4.0;const float SHIFT_RIGHT1 = 1.0 / 2.0;vec4 addScreenSpaceOffset(vec4 positionEC, vec2 imageSize, float scale, vec2 direction, vec2 origin, vec2 translate, vec2 pixelOffset, vec3 alignedAxis, bool validAlignedAxis, float rotation, bool sizeInMeters, out mat2 rotationMatrix, out float mpp){    // Note the halfSize cannot be computed in JavaScript because it is sent via    // compressed vertex attributes that coerce it to an integer.    vec2 halfSize = imageSize * scale * 0.5;    halfSize *= ((direction * 2.0) - 1.0);    vec2 originTranslate = origin * abs(halfSize);#if defined(ROTATION) || defined(ALIGNED_AXIS)    if (validAlignedAxis || rotation != 0.0)    {        float angle = rotation;        if (validAlignedAxis)        {            vec4 projectedAlignedAxis = czm_modelViewProjection * vec4(alignedAxis, 0.0);            angle += sign(-projectedAlignedAxis.x) * acos(sign(projectedAlignedAxis.y) * (projectedAlignedAxis.y * projectedAlignedAxis.y) /                    (projectedAlignedAxis.x * projectedAlignedAxis.x + projectedAlignedAxis.y * projectedAlignedAxis.y));        }        float cosTheta = cos(angle);        float sinTheta = sin(angle);        rotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta);        halfSize = rotationMatrix * halfSize;    }    else    {        rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);    }#endif    mpp = czm_metersPerPixel(positionEC);    positionEC.xy += (originTranslate + halfSize) * czm_branchFreeTernary(sizeInMeters, 1.0, mpp);    positionEC.xy += (translate + pixelOffset) * mpp;    return positionEC;}#ifdef VERTEX_DEPTH_CHECKfloat getGlobeDepth(vec4 positionEC){    vec4 posWC = czm_eyeToWindowCoordinates(positionEC);    float globeDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));    if (globeDepth == 0.0)    {        return 0.0; // not on the globe    }    vec4 eyeCoordinate = czm_windowToEyeCoordinates(posWC.xy, globeDepth);    return eyeCoordinate.z / eyeCoordinate.w;}#endifvoid main(){    // Modifying this shader may also require modifications to Billboard._computeScreenSpacePosition    // unpack attributes    vec3 positionHigh = positionHighAndScale.xyz;    vec3 positionLow = positionLowAndRotation.xyz;    float scale = positionHighAndScale.w;#if defined(ROTATION) || defined(ALIGNED_AXIS)    float rotation = positionLowAndRotation.w;#else    float rotation = 0.0;#endif    float compressed = compressedAttribute0.x;    vec2 pixelOffset;    pixelOffset.x = floor(compressed * SHIFT_RIGHT7);    compressed -= pixelOffset.x * SHIFT_LEFT7;    pixelOffset.x -= UPPER_BOUND;    vec2 origin;    origin.x = floor(compressed * SHIFT_RIGHT5);    compressed -= origin.x * SHIFT_LEFT5;    origin.y = floor(compressed * SHIFT_RIGHT3);    compressed -= origin.y * SHIFT_LEFT3;#ifdef FRAGMENT_DEPTH_CHECK    vec2 depthOrigin = origin.xy;#endif    origin -= vec2(1.0);    float show = floor(compressed * SHIFT_RIGHT2);    compressed -= show * SHIFT_LEFT2;#ifdef INSTANCED    vec2 textureCoordinatesBottomLeft = czm_decompressTextureCoordinates(compressedAttribute0.w);    vec2 textureCoordinatesRange = czm_decompressTextureCoordinates(eyeOffset.w);    vec2 textureCoordinates = textureCoordinatesBottomLeft + direction * textureCoordinatesRange;#else    vec2 direction;    direction.x = floor(compressed * SHIFT_RIGHT1);    direction.y = compressed - direction.x * SHIFT_LEFT1;    vec2 textureCoordinates = czm_decompressTextureCoordinates(compressedAttribute0.w);#endif    float temp = compressedAttribute0.y  * SHIFT_RIGHT8;    pixelOffset.y = -(floor(temp) - UPPER_BOUND);    vec2 translate;    translate.y = (temp - floor(temp)) * SHIFT_LEFT16;    temp = compressedAttribute0.z * SHIFT_RIGHT8;    translate.x = floor(temp) - UPPER_BOUND;    translate.y += (temp - floor(temp)) * SHIFT_LEFT8;    translate.y -= UPPER_BOUND;    temp = compressedAttribute1.x * SHIFT_RIGHT8;    float temp2 = floor(compressedAttribute2.w * SHIFT_RIGHT2);    vec2 imageSize = vec2(floor(temp), temp2);#ifdef FRAGMENT_DEPTH_CHECK    float labelHorizontalOrigin = floor(compressedAttribute2.w - (temp2 * SHIFT_LEFT2));    float applyTranslate = 0.0;    if (labelHorizontalOrigin != 0.0) // is a billboard, so set apply translate to false    {        applyTranslate = 1.0;        labelHorizontalOrigin -= 2.0;        depthOrigin.x = labelHorizontalOrigin + 1.0;    }    depthOrigin = vec2(1.0) - (depthOrigin * 0.5);#endif#ifdef EYE_DISTANCE_TRANSLUCENCY    vec4 translucencyByDistance;    translucencyByDistance.x = compressedAttribute1.z;    translucencyByDistance.z = compressedAttribute1.w;    translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;    temp = compressedAttribute1.y * SHIFT_RIGHT8;    translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;#endif#if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)    temp = compressedAttribute3.w;    temp = temp * SHIFT_RIGHT12;    vec2 dimensions;    dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;    dimensions.x = floor(temp);#endif#ifdef ALIGNED_AXIS    vec3 alignedAxis = czm_octDecode(floor(compressedAttribute1.y * SHIFT_RIGHT8));    temp = compressedAttribute2.z * SHIFT_RIGHT5;    bool validAlignedAxis = (temp - floor(temp)) * SHIFT_LEFT1 > 0.0;#else    vec3 alignedAxis = vec3(0.0);    bool validAlignedAxis = false;#endif    vec4 pickColor;    vec4 color;    temp = compressedAttribute2.y;    temp = temp * SHIFT_RIGHT8;    pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8;    temp = floor(temp) * SHIFT_RIGHT8;    pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8;    pickColor.r = floor(temp);    temp = compressedAttribute2.x;    temp = temp * SHIFT_RIGHT8;    color.b = (temp - floor(temp)) * SHIFT_LEFT8;    temp = floor(temp) * SHIFT_RIGHT8;    color.g = (temp - floor(temp)) * SHIFT_LEFT8;    color.r = floor(temp);    temp = compressedAttribute2.z * SHIFT_RIGHT8;    bool sizeInMeters = floor((temp - floor(temp)) * SHIFT_LEFT7) > 0.0;    temp = floor(temp) * SHIFT_RIGHT8;    pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;    pickColor /= 255.0;    color.a = floor(temp);    color /= 255.0;    ///////////////////////////////////////////////////////////////////////////    vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);    vec4 positionEC = czm_modelViewRelativeToEye * p;#if defined(FRAGMENT_DEPTH_CHECK) || defined(VERTEX_DEPTH_CHECK)    float eyeDepth = positionEC.z;#endif    positionEC = czm_eyeOffset(positionEC, eyeOffset.xyz);    positionEC.xyz *= show;    ///////////////////////////////////////////////////////////////////////////#if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(EYE_DISTANCE_PIXEL_OFFSET) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE)    float lengthSq;    if (czm_sceneMode == czm_sceneMode2D)    {        // 2D camera distance is a special case        // treat all billboards as flattened to the z=0.0 plane        lengthSq = czm_eyeHeight2D.y;    }    else    {        lengthSq = dot(positionEC.xyz, positionEC.xyz);    }#endif#ifdef EYE_DISTANCE_SCALING    float distanceScale = czm_nearFarScalar(scaleByDistance, lengthSq);    scale *= distanceScale;    translate *= distanceScale;    // push vertex behind near plane for clipping    if (scale == 0.0)    {        positionEC.xyz = vec3(0.0);    }#endif    float translucency = 1.0;#ifdef EYE_DISTANCE_TRANSLUCENCY    translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);    // push vertex behind near plane for clipping    if (translucency == 0.0)    {        positionEC.xyz = vec3(0.0);    }#endif#ifdef EYE_DISTANCE_PIXEL_OFFSET    float pixelOffsetScale = czm_nearFarScalar(pixelOffsetScaleByDistance, lengthSq);    pixelOffset *= pixelOffsetScale;#endif#ifdef DISTANCE_DISPLAY_CONDITION    float nearSq = compressedAttribute3.x;    float farSq = compressedAttribute3.y;    if (lengthSq < nearSq || lengthSq > farSq)    {        positionEC.xyz = vec3(0.0);    }#endif    mat2 rotationMatrix;    float mpp;#ifdef DISABLE_DEPTH_DISTANCE    float disableDepthTestDistance = compressedAttribute3.z;#endif#ifdef VERTEX_DEPTH_CHECKif (lengthSq < disableDepthTestDistance) {    float depthsilon = 10.0;    vec2 labelTranslate = textureCoordinateBoundsOrLabelTranslate.xy;    vec4 pEC1 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);    float globeDepth1 = getGlobeDepth(pEC1);    if (globeDepth1 != 0.0 && pEC1.z + depthsilon < globeDepth1)    {        vec4 pEC2 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0, 1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);        float globeDepth2 = getGlobeDepth(pEC2);        if (globeDepth2 != 0.0 && pEC2.z + depthsilon < globeDepth2)        {            vec4 pEC3 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);            float globeDepth3 = getGlobeDepth(pEC3);            if (globeDepth3 != 0.0 && pEC3.z + depthsilon < globeDepth3)            {                positionEC.xyz = vec3(0.0);            }        }    }}#endif    positionEC = addScreenSpaceOffset(positionEC, imageSize, scale, direction, origin, translate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);    gl_Position = czm_projection * positionEC;    v_textureCoordinates = textureCoordinates;#ifdef LOG_DEPTH    czm_vertexLogDepth();#endif#ifdef DISABLE_DEPTH_DISTANCE    if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0)    {        disableDepthTestDistance = czm_minimumDisableDepthTestDistance;    }    if (disableDepthTestDistance != 0.0)    {        // Don't try to "multiply both sides" by w.  Greater/less-than comparisons won't work for negative values of w.        float zclip = gl_Position.z / gl_Position.w;        bool clipped = (zclip < -1.0 || zclip > 1.0);        if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance)))        {            // Position z on the near plane.            gl_Position.z = -gl_Position.w;#ifdef LOG_DEPTH            v_depthFromNearPlusOne = 1.0;#endif        }    }#endif#ifdef FRAGMENT_DEPTH_CHECK    if (sizeInMeters) {        translate /= mpp;        dimensions /= mpp;        imageSize /= mpp;    }#if defined(ROTATION) || defined(ALIGNED_AXIS)    v_rotationMatrix = rotationMatrix;#else    v_rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);#endif    float enableDepthCheck = 0.0;    if (lengthSq < disableDepthTestDistance)    {        enableDepthCheck = 1.0;    }    float dw = floor(clamp(dimensions.x, 0.0, SHIFT_LEFT12));    float dh = floor(clamp(dimensions.y, 0.0, SHIFT_LEFT12));    float iw = floor(clamp(imageSize.x, 0.0, SHIFT_LEFT12));    float ih = floor(clamp(imageSize.y, 0.0, SHIFT_LEFT12));    v_compressed.x = eyeDepth;    v_compressed.y = applyTranslate * SHIFT_LEFT1 + enableDepthCheck;    v_compressed.z = dw * SHIFT_LEFT12 + dh;    v_compressed.w = iw * SHIFT_LEFT12 + ih;    v_originTextureCoordinateAndTranslate.xy = depthOrigin;    v_originTextureCoordinateAndTranslate.zw = translate;    v_textureCoordinateBounds = textureCoordinateBoundsOrLabelTranslate;#endif#ifdef SDF    vec4 outlineColor;    float outlineWidth;    temp = sdf.x;    temp = temp * SHIFT_RIGHT8;    outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8;    temp = floor(temp) * SHIFT_RIGHT8;    outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8;    outlineColor.r = floor(temp);    temp = sdf.y;    temp = temp * SHIFT_RIGHT8;    float temp3 = (temp - floor(temp)) * SHIFT_LEFT8;    temp = floor(temp) * SHIFT_RIGHT8;    outlineWidth = (temp - floor(temp)) * SHIFT_LEFT8;    outlineColor.a = floor(temp);    outlineColor /= 255.0;    v_outlineWidth = outlineWidth / 255.0;    v_outlineColor = outlineColor;    v_outlineColor.a *= translucency;#endif    v_pickColor = pickColor;    v_color = color;    v_color.a *= translucency;}
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