| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436 | //This file is automatically rebuilt by the Cesium build process.export default "#ifdef INSTANCED\n\attribute vec2 direction;\n\#endif\n\attribute vec4 positionHighAndScale;\n\attribute vec4 positionLowAndRotation;\n\attribute vec4 compressedAttribute0;                       // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)\n\attribute vec4 compressedAttribute1;                       // aligned axis, translucency by distance, image width\n\attribute vec4 compressedAttribute2;                       // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free\n\attribute vec4 eyeOffset;                                  // eye offset in meters, 4 bytes free (texture range)\n\attribute vec4 scaleByDistance;                            // near, nearScale, far, farScale\n\attribute vec4 pixelOffsetScaleByDistance;                 // near, nearScale, far, farScale\n\attribute vec4 compressedAttribute3;                       // distance display condition near, far, disableDepthTestDistance, dimensions\n\attribute vec2 sdf;                                        // sdf outline color (rgb) and width (w)\n\#if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)\n\attribute vec4 textureCoordinateBoundsOrLabelTranslate;    // the min and max x and y values for the texture coordinates\n\#endif\n\#ifdef VECTOR_TILE\n\attribute float a_batchId;\n\#endif\n\\n\varying vec2 v_textureCoordinates;\n\#ifdef FRAGMENT_DEPTH_CHECK\n\varying vec4 v_textureCoordinateBounds;\n\varying vec4 v_originTextureCoordinateAndTranslate;\n\varying vec4 v_compressed;                                 // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\varying mat2 v_rotationMatrix;\n\#endif\n\\n\varying vec4 v_pickColor;\n\varying vec4 v_color;\n\#ifdef SDF\n\varying vec4 v_outlineColor;\n\varying float v_outlineWidth;\n\#endif\n\\n\const float UPPER_BOUND = 32768.0;\n\\n\const float SHIFT_LEFT16 = 65536.0;\n\const float SHIFT_LEFT12 = 4096.0;\n\const float SHIFT_LEFT8 = 256.0;\n\const float SHIFT_LEFT7 = 128.0;\n\const float SHIFT_LEFT5 = 32.0;\n\const float SHIFT_LEFT3 = 8.0;\n\const float SHIFT_LEFT2 = 4.0;\n\const float SHIFT_LEFT1 = 2.0;\n\\n\const float SHIFT_RIGHT12 = 1.0 / 4096.0;\n\const float SHIFT_RIGHT8 = 1.0 / 256.0;\n\const float SHIFT_RIGHT7 = 1.0 / 128.0;\n\const float SHIFT_RIGHT5 = 1.0 / 32.0;\n\const float SHIFT_RIGHT3 = 1.0 / 8.0;\n\const float SHIFT_RIGHT2 = 1.0 / 4.0;\n\const float SHIFT_RIGHT1 = 1.0 / 2.0;\n\\n\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)\n\{\n\    // Note the halfSize cannot be computed in JavaScript because it is sent via\n\    // compressed vertex attributes that coerce it to an integer.\n\    vec2 halfSize = imageSize * scale * 0.5;\n\    halfSize *= ((direction * 2.0) - 1.0);\n\\n\    vec2 originTranslate = origin * abs(halfSize);\n\\n\#if defined(ROTATION) || defined(ALIGNED_AXIS)\n\    if (validAlignedAxis || rotation != 0.0)\n\    {\n\        float angle = rotation;\n\        if (validAlignedAxis)\n\        {\n\            vec4 projectedAlignedAxis = czm_modelViewProjection * vec4(alignedAxis, 0.0);\n\            angle += sign(-projectedAlignedAxis.x) * acos(sign(projectedAlignedAxis.y) * (projectedAlignedAxis.y * projectedAlignedAxis.y) /\n\                    (projectedAlignedAxis.x * projectedAlignedAxis.x + projectedAlignedAxis.y * projectedAlignedAxis.y));\n\        }\n\\n\        float cosTheta = cos(angle);\n\        float sinTheta = sin(angle);\n\        rotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta);\n\        halfSize = rotationMatrix * halfSize;\n\    }\n\    else\n\    {\n\        rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);\n\    }\n\#endif\n\\n\    mpp = czm_metersPerPixel(positionEC);\n\    positionEC.xy += (originTranslate + halfSize) * czm_branchFreeTernary(sizeInMeters, 1.0, mpp);\n\    positionEC.xy += (translate + pixelOffset) * mpp;\n\\n\    return positionEC;\n\}\n\\n\#ifdef VERTEX_DEPTH_CHECK\n\float getGlobeDepth(vec4 positionEC)\n\{\n\    vec4 posWC = czm_eyeToWindowCoordinates(positionEC);\n\\n\    float globeDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));\n\\n\    if (globeDepth == 0.0)\n\    {\n\        return 0.0; // not on the globe\n\    }\n\\n\    vec4 eyeCoordinate = czm_windowToEyeCoordinates(posWC.xy, globeDepth);\n\    return eyeCoordinate.z / eyeCoordinate.w;\n\}\n\#endif\n\void main()\n\{\n\    // Modifying this shader may also require modifications to Billboard._computeScreenSpacePosition\n\\n\    // unpack attributes\n\    vec3 positionHigh = positionHighAndScale.xyz;\n\    vec3 positionLow = positionLowAndRotation.xyz;\n\    float scale = positionHighAndScale.w;\n\\n\#if defined(ROTATION) || defined(ALIGNED_AXIS)\n\    float rotation = positionLowAndRotation.w;\n\#else\n\    float rotation = 0.0;\n\#endif\n\\n\    float compressed = compressedAttribute0.x;\n\\n\    vec2 pixelOffset;\n\    pixelOffset.x = floor(compressed * SHIFT_RIGHT7);\n\    compressed -= pixelOffset.x * SHIFT_LEFT7;\n\    pixelOffset.x -= UPPER_BOUND;\n\\n\    vec2 origin;\n\    origin.x = floor(compressed * SHIFT_RIGHT5);\n\    compressed -= origin.x * SHIFT_LEFT5;\n\\n\    origin.y = floor(compressed * SHIFT_RIGHT3);\n\    compressed -= origin.y * SHIFT_LEFT3;\n\\n\#ifdef FRAGMENT_DEPTH_CHECK\n\    vec2 depthOrigin = origin.xy;\n\#endif\n\    origin -= vec2(1.0);\n\\n\    float show = floor(compressed * SHIFT_RIGHT2);\n\    compressed -= show * SHIFT_LEFT2;\n\\n\#ifdef INSTANCED\n\    vec2 textureCoordinatesBottomLeft = czm_decompressTextureCoordinates(compressedAttribute0.w);\n\    vec2 textureCoordinatesRange = czm_decompressTextureCoordinates(eyeOffset.w);\n\    vec2 textureCoordinates = textureCoordinatesBottomLeft + direction * textureCoordinatesRange;\n\#else\n\    vec2 direction;\n\    direction.x = floor(compressed * SHIFT_RIGHT1);\n\    direction.y = compressed - direction.x * SHIFT_LEFT1;\n\\n\    vec2 textureCoordinates = czm_decompressTextureCoordinates(compressedAttribute0.w);\n\#endif\n\\n\    float temp = compressedAttribute0.y  * SHIFT_RIGHT8;\n\    pixelOffset.y = -(floor(temp) - UPPER_BOUND);\n\\n\    vec2 translate;\n\    translate.y = (temp - floor(temp)) * SHIFT_LEFT16;\n\\n\    temp = compressedAttribute0.z * SHIFT_RIGHT8;\n\    translate.x = floor(temp) - UPPER_BOUND;\n\\n\    translate.y += (temp - floor(temp)) * SHIFT_LEFT8;\n\    translate.y -= UPPER_BOUND;\n\\n\    temp = compressedAttribute1.x * SHIFT_RIGHT8;\n\    float temp2 = floor(compressedAttribute2.w * SHIFT_RIGHT2);\n\\n\    vec2 imageSize = vec2(floor(temp), temp2);\n\\n\#ifdef FRAGMENT_DEPTH_CHECK\n\    float labelHorizontalOrigin = floor(compressedAttribute2.w - (temp2 * SHIFT_LEFT2));\n\    float applyTranslate = 0.0;\n\    if (labelHorizontalOrigin != 0.0) // is a billboard, so set apply translate to false\n\    {\n\        applyTranslate = 1.0;\n\        labelHorizontalOrigin -= 2.0;\n\        depthOrigin.x = labelHorizontalOrigin + 1.0;\n\    }\n\\n\    depthOrigin = vec2(1.0) - (depthOrigin * 0.5);\n\#endif\n\\n\#ifdef EYE_DISTANCE_TRANSLUCENCY\n\    vec4 translucencyByDistance;\n\    translucencyByDistance.x = compressedAttribute1.z;\n\    translucencyByDistance.z = compressedAttribute1.w;\n\\n\    translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;\n\\n\    temp = compressedAttribute1.y * SHIFT_RIGHT8;\n\    translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;\n\#endif\n\\n\#if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)\n\    temp = compressedAttribute3.w;\n\    temp = temp * SHIFT_RIGHT12;\n\\n\    vec2 dimensions;\n\    dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;\n\    dimensions.x = floor(temp);\n\#endif\n\\n\#ifdef ALIGNED_AXIS\n\    vec3 alignedAxis = czm_octDecode(floor(compressedAttribute1.y * SHIFT_RIGHT8));\n\    temp = compressedAttribute2.z * SHIFT_RIGHT5;\n\    bool validAlignedAxis = (temp - floor(temp)) * SHIFT_LEFT1 > 0.0;\n\#else\n\    vec3 alignedAxis = vec3(0.0);\n\    bool validAlignedAxis = false;\n\#endif\n\\n\    vec4 pickColor;\n\    vec4 color;\n\\n\    temp = compressedAttribute2.y;\n\    temp = temp * SHIFT_RIGHT8;\n\    pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8;\n\    temp = floor(temp) * SHIFT_RIGHT8;\n\    pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8;\n\    pickColor.r = floor(temp);\n\\n\    temp = compressedAttribute2.x;\n\    temp = temp * SHIFT_RIGHT8;\n\    color.b = (temp - floor(temp)) * SHIFT_LEFT8;\n\    temp = floor(temp) * SHIFT_RIGHT8;\n\    color.g = (temp - floor(temp)) * SHIFT_LEFT8;\n\    color.r = floor(temp);\n\\n\    temp = compressedAttribute2.z * SHIFT_RIGHT8;\n\    bool sizeInMeters = floor((temp - floor(temp)) * SHIFT_LEFT7) > 0.0;\n\    temp = floor(temp) * SHIFT_RIGHT8;\n\\n\    pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;\n\    pickColor /= 255.0;\n\\n\    color.a = floor(temp);\n\    color /= 255.0;\n\\n\    ///////////////////////////////////////////////////////////////////////////\n\\n\    vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);\n\    vec4 positionEC = czm_modelViewRelativeToEye * p;\n\\n\#if defined(FRAGMENT_DEPTH_CHECK) || defined(VERTEX_DEPTH_CHECK)\n\    float eyeDepth = positionEC.z;\n\#endif\n\\n\    positionEC = czm_eyeOffset(positionEC, eyeOffset.xyz);\n\    positionEC.xyz *= show;\n\\n\    ///////////////////////////////////////////////////////////////////////////\n\\n\#if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(EYE_DISTANCE_PIXEL_OFFSET) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE)\n\    float lengthSq;\n\    if (czm_sceneMode == czm_sceneMode2D)\n\    {\n\        // 2D camera distance is a special case\n\        // treat all billboards as flattened to the z=0.0 plane\n\        lengthSq = czm_eyeHeight2D.y;\n\    }\n\    else\n\    {\n\        lengthSq = dot(positionEC.xyz, positionEC.xyz);\n\    }\n\#endif\n\\n\#ifdef EYE_DISTANCE_SCALING\n\    float distanceScale = czm_nearFarScalar(scaleByDistance, lengthSq);\n\    scale *= distanceScale;\n\    translate *= distanceScale;\n\    // push vertex behind near plane for clipping\n\    if (scale == 0.0)\n\    {\n\        positionEC.xyz = vec3(0.0);\n\    }\n\#endif\n\\n\    float translucency = 1.0;\n\#ifdef EYE_DISTANCE_TRANSLUCENCY\n\    translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);\n\    // push vertex behind near plane for clipping\n\    if (translucency == 0.0)\n\    {\n\        positionEC.xyz = vec3(0.0);\n\    }\n\#endif\n\\n\#ifdef EYE_DISTANCE_PIXEL_OFFSET\n\    float pixelOffsetScale = czm_nearFarScalar(pixelOffsetScaleByDistance, lengthSq);\n\    pixelOffset *= pixelOffsetScale;\n\#endif\n\\n\#ifdef DISTANCE_DISPLAY_CONDITION\n\    float nearSq = compressedAttribute3.x;\n\    float farSq = compressedAttribute3.y;\n\    if (lengthSq < nearSq || lengthSq > farSq)\n\    {\n\        positionEC.xyz = vec3(0.0);\n\    }\n\#endif\n\\n\    mat2 rotationMatrix;\n\    float mpp;\n\\n\#ifdef DISABLE_DEPTH_DISTANCE\n\    float disableDepthTestDistance = compressedAttribute3.z;\n\#endif\n\\n\#ifdef VERTEX_DEPTH_CHECK\n\if (lengthSq < disableDepthTestDistance) {\n\    float depthsilon = 10.0;\n\\n\    vec2 labelTranslate = textureCoordinateBoundsOrLabelTranslate.xy;\n\    vec4 pEC1 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\    float globeDepth1 = getGlobeDepth(pEC1);\n\\n\    if (globeDepth1 != 0.0 && pEC1.z + depthsilon < globeDepth1)\n\    {\n\        vec4 pEC2 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0, 1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\        float globeDepth2 = getGlobeDepth(pEC2);\n\\n\        if (globeDepth2 != 0.0 && pEC2.z + depthsilon < globeDepth2)\n\        {\n\            vec4 pEC3 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\            float globeDepth3 = getGlobeDepth(pEC3);\n\            if (globeDepth3 != 0.0 && pEC3.z + depthsilon < globeDepth3)\n\            {\n\                positionEC.xyz = vec3(0.0);\n\            }\n\        }\n\    }\n\}\n\#endif\n\\n\    positionEC = addScreenSpaceOffset(positionEC, imageSize, scale, direction, origin, translate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\    gl_Position = czm_projection * positionEC;\n\    v_textureCoordinates = textureCoordinates;\n\\n\#ifdef LOG_DEPTH\n\    czm_vertexLogDepth();\n\#endif\n\\n\#ifdef DISABLE_DEPTH_DISTANCE\n\    if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0)\n\    {\n\        disableDepthTestDistance = czm_minimumDisableDepthTestDistance;\n\    }\n\\n\    if (disableDepthTestDistance != 0.0)\n\    {\n\        // Don't try to \"multiply both sides\" by w.  Greater/less-than comparisons won't work for negative values of w.\n\        float zclip = gl_Position.z / gl_Position.w;\n\        bool clipped = (zclip < -1.0 || zclip > 1.0);\n\        if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance)))\n\        {\n\            // Position z on the near plane.\n\            gl_Position.z = -gl_Position.w;\n\#ifdef LOG_DEPTH\n\            v_depthFromNearPlusOne = 1.0;\n\#endif\n\        }\n\    }\n\#endif\n\\n\#ifdef FRAGMENT_DEPTH_CHECK\n\    if (sizeInMeters) {\n\        translate /= mpp;\n\        dimensions /= mpp;\n\        imageSize /= mpp;\n\    }\n\\n\#if defined(ROTATION) || defined(ALIGNED_AXIS)\n\    v_rotationMatrix = rotationMatrix;\n\#else\n\    v_rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);\n\#endif\n\\n\    float enableDepthCheck = 0.0;\n\    if (lengthSq < disableDepthTestDistance)\n\    {\n\        enableDepthCheck = 1.0;\n\    }\n\\n\    float dw = floor(clamp(dimensions.x, 0.0, SHIFT_LEFT12));\n\    float dh = floor(clamp(dimensions.y, 0.0, SHIFT_LEFT12));\n\\n\    float iw = floor(clamp(imageSize.x, 0.0, SHIFT_LEFT12));\n\    float ih = floor(clamp(imageSize.y, 0.0, SHIFT_LEFT12));\n\\n\    v_compressed.x = eyeDepth;\n\    v_compressed.y = applyTranslate * SHIFT_LEFT1 + enableDepthCheck;\n\    v_compressed.z = dw * SHIFT_LEFT12 + dh;\n\    v_compressed.w = iw * SHIFT_LEFT12 + ih;\n\    v_originTextureCoordinateAndTranslate.xy = depthOrigin;\n\    v_originTextureCoordinateAndTranslate.zw = translate;\n\    v_textureCoordinateBounds = textureCoordinateBoundsOrLabelTranslate;\n\\n\#endif\n\\n\#ifdef SDF\n\    vec4 outlineColor;\n\    float outlineWidth;\n\\n\    temp = sdf.x;\n\    temp = temp * SHIFT_RIGHT8;\n\    outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8;\n\    temp = floor(temp) * SHIFT_RIGHT8;\n\    outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8;\n\    outlineColor.r = floor(temp);\n\\n\    temp = sdf.y;\n\    temp = temp * SHIFT_RIGHT8;\n\    float temp3 = (temp - floor(temp)) * SHIFT_LEFT8;\n\    temp = floor(temp) * SHIFT_RIGHT8;\n\    outlineWidth = (temp - floor(temp)) * SHIFT_LEFT8;\n\    outlineColor.a = floor(temp);\n\    outlineColor /= 255.0;\n\\n\    v_outlineWidth = outlineWidth / 255.0;\n\    v_outlineColor = outlineColor;\n\    v_outlineColor.a *= translucency;\n\#endif\n\\n\    v_pickColor = pickColor;\n\\n\    v_color = color;\n\    v_color.a *= translucency;\n\\n\}\n\";
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