| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114 | //This file is automatically rebuilt by the Cesium build process.export default "#ifdef WRITE_DEPTH\n\#ifdef GL_EXT_frag_depth\n\#extension GL_EXT_frag_depth : enable\n\#endif\n\#endif\n\\n\uniform vec3 u_radii;\n\uniform vec3 u_oneOverEllipsoidRadiiSquared;\n\\n\varying vec3 v_positionEC;\n\\n\vec4 computeEllipsoidColor(czm_ray ray, float intersection, float side)\n\{\n\    vec3 positionEC = czm_pointAlongRay(ray, intersection);\n\    vec3 positionMC = (czm_inverseModelView * vec4(positionEC, 1.0)).xyz;\n\    vec3 geodeticNormal = normalize(czm_geodeticSurfaceNormal(positionMC, vec3(0.0), u_oneOverEllipsoidRadiiSquared));\n\    vec3 sphericalNormal = normalize(positionMC / u_radii);\n\    vec3 normalMC = geodeticNormal * side;              // normalized surface normal (always facing the viewer) in model coordinates\n\    vec3 normalEC = normalize(czm_normal * normalMC);   // normalized surface normal in eye coordiantes\n\\n\    vec2 st = czm_ellipsoidWgs84TextureCoordinates(sphericalNormal);\n\    vec3 positionToEyeEC = -positionEC;\n\\n\    czm_materialInput materialInput;\n\    materialInput.s = st.s;\n\    materialInput.st = st;\n\    materialInput.str = (positionMC + u_radii) / u_radii;\n\    materialInput.normalEC = normalEC;\n\    materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);\n\    materialInput.positionToEyeEC = positionToEyeEC;\n\    czm_material material = czm_getMaterial(materialInput);\n\\n\#ifdef ONLY_SUN_LIGHTING\n\    return czm_private_phong(normalize(positionToEyeEC), material, czm_sunDirectionEC);\n\#else\n\    return czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);\n\#endif\n\}\n\\n\void main()\n\{\n\    // PERFORMANCE_TODO: When dynamic branching is available, compute ratio of maximum and minimum radii\n\    // in the vertex shader. Only when it is larger than some constant, march along the ray.\n\    // Otherwise perform one intersection test which will be the common case.\n\\n\    // Test if the ray intersects a sphere with the ellipsoid's maximum radius.\n\    // For very oblate ellipsoids, using the ellipsoid's radii for an intersection test\n\    // may cause false negatives. This will discard fragments before marching the ray forward.\n\    float maxRadius = max(u_radii.x, max(u_radii.y, u_radii.z)) * 1.5;\n\    vec3 direction = normalize(v_positionEC);\n\    vec3 ellipsoidCenter = czm_modelView[3].xyz;\n\\n\    float t1 = -1.0;\n\    float t2 = -1.0;\n\\n\    float b = -2.0 * dot(direction, ellipsoidCenter);\n\    float c = dot(ellipsoidCenter, ellipsoidCenter) - maxRadius * maxRadius;\n\\n\    float discriminant = b * b - 4.0 * c;\n\    if (discriminant >= 0.0) {\n\        t1 = (-b - sqrt(discriminant)) * 0.5;\n\        t2 = (-b + sqrt(discriminant)) * 0.5;\n\    }\n\\n\    if (t1 < 0.0 && t2 < 0.0) {\n\        discard;\n\    }\n\\n\    float t = min(t1, t2);\n\    if (t < 0.0) {\n\        t = 0.0;\n\    }\n\\n\    // March ray forward to intersection with larger sphere and find\n\    czm_ray ray = czm_ray(t * direction, direction);\n\\n\    vec3 ellipsoid_inverseRadii = vec3(1.0 / u_radii.x, 1.0 / u_radii.y, 1.0 / u_radii.z);\n\\n\    czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoidCenter, ellipsoid_inverseRadii);\n\\n\    if (czm_isEmpty(intersection))\n\    {\n\        discard;\n\    }\n\\n\    // If the viewer is outside, compute outsideFaceColor, with normals facing outward.\n\    vec4 outsideFaceColor = (intersection.start != 0.0) ? computeEllipsoidColor(ray, intersection.start, 1.0) : vec4(0.0);\n\\n\    // If the viewer either is inside or can see inside, compute insideFaceColor, with normals facing inward.\n\    vec4 insideFaceColor = (outsideFaceColor.a < 1.0) ? computeEllipsoidColor(ray, intersection.stop, -1.0) : vec4(0.0);\n\\n\    gl_FragColor = mix(insideFaceColor, outsideFaceColor, outsideFaceColor.a);\n\    gl_FragColor.a = 1.0 - (1.0 - insideFaceColor.a) * (1.0 - outsideFaceColor.a);\n\\n\#ifdef WRITE_DEPTH\n\#ifdef GL_EXT_frag_depth\n\    t = (intersection.start != 0.0) ? intersection.start : intersection.stop;\n\    vec3 positionEC = czm_pointAlongRay(ray, t);\n\    vec4 positionCC = czm_projection * vec4(positionEC, 1.0);\n\#ifdef LOG_DEPTH\n\    czm_writeLogDepth(1.0 + positionCC.w);\n\#else\n\    float z = positionCC.z / positionCC.w;\n\\n\    float n = czm_depthRange.near;\n\    float f = czm_depthRange.far;\n\\n\    gl_FragDepthEXT = (z * (f - n) + f + n) * 0.5;\n\#endif\n\#endif\n\#endif\n\}\n\";
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