| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182 | //This file is automatically rebuilt by the Cesium build process.export default "uniform float u_maxTotalPointSize;\n\\n\attribute vec4 positionHighAndSize;\n\attribute vec4 positionLowAndOutline;\n\attribute vec4 compressedAttribute0;                       // color, outlineColor, pick color\n\attribute vec4 compressedAttribute1;                       // show, translucency by distance, some free space\n\attribute vec4 scaleByDistance;                            // near, nearScale, far, farScale\n\attribute vec3 distanceDisplayConditionAndDisableDepth;    // near, far, disableDepthTestDistance\n\\n\varying vec4 v_color;\n\varying vec4 v_outlineColor;\n\varying float v_innerPercent;\n\varying float v_pixelDistance;\n\varying vec4 v_pickColor;\n\\n\const float SHIFT_LEFT8 = 256.0;\n\const float SHIFT_RIGHT8 = 1.0 / 256.0;\n\\n\void main()\n\{\n\    // Modifying this shader may also require modifications to PointPrimitive._computeScreenSpacePosition\n\\n\    // unpack attributes\n\    vec3 positionHigh = positionHighAndSize.xyz;\n\    vec3 positionLow = positionLowAndOutline.xyz;\n\    float outlineWidthBothSides = 2.0 * positionLowAndOutline.w;\n\    float totalSize = positionHighAndSize.w + outlineWidthBothSides;\n\    float outlinePercent = outlineWidthBothSides / totalSize;\n\    // Scale in response to browser-zoom.\n\    totalSize *= czm_pixelRatio;\n\    // Add padding for anti-aliasing on both sides.\n\    totalSize += 3.0;\n\\n\    float temp = compressedAttribute1.x * SHIFT_RIGHT8;\n\    float show = floor(temp);\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\    ///////////////////////////////////////////////////////////////////////////\n\\n\    vec4 color;\n\    vec4 outlineColor;\n\    vec4 pickColor;\n\\n\    // compressedAttribute0.z => pickColor.rgb\n\\n\    temp = compressedAttribute0.z * 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\    // compressedAttribute0.x => color.rgb\n\\n\    temp = compressedAttribute0.x * 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\    // compressedAttribute0.y => outlineColor.rgb\n\\n\    temp = compressedAttribute0.y * 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\    // compressedAttribute0.w => color.a, outlineColor.a, pickColor.a\n\\n\    temp = compressedAttribute0.w * SHIFT_RIGHT8;\n\    pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;\n\    pickColor = pickColor / 255.0;\n\\n\    temp = floor(temp) * SHIFT_RIGHT8;\n\    outlineColor.a = (temp - floor(temp)) * SHIFT_LEFT8;\n\    outlineColor /= 255.0;\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\    ///////////////////////////////////////////////////////////////////////////\n\\n\#if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || 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\    totalSize *= czm_nearFarScalar(scaleByDistance, lengthSq);\n\#endif\n\    // Clamp to max point size.\n\    totalSize = min(totalSize, u_maxTotalPointSize);\n\    // If size is too small, push vertex behind near plane for clipping.\n\    // Note that context.minimumAliasedPointSize \"will be at most 1.0\".\n\    if (totalSize < 1.0)\n\    {\n\        positionEC.xyz = vec3(0.0);\n\        totalSize = 1.0;\n\    }\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 < 0.004)\n\    {\n\        positionEC.xyz = vec3(0.0);\n\    }\n\#endif\n\\n\#ifdef DISTANCE_DISPLAY_CONDITION\n\    float nearSq = distanceDisplayConditionAndDisableDepth.x;\n\    float farSq = distanceDisplayConditionAndDisableDepth.y;\n\    if (lengthSq < nearSq || lengthSq > farSq) {\n\        // push vertex behind camera to force it to be clipped\n\        positionEC.xyz = vec3(0.0, 0.0, 1.0);\n\    }\n\#endif\n\\n\    gl_Position = czm_projection * positionEC;\n\    czm_vertexLogDepth();\n\\n\#ifdef DISABLE_DEPTH_DISTANCE\n\    float disableDepthTestDistance = distanceDisplayConditionAndDisableDepth.z;\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\            czm_vertexLogDepth(vec4(czm_currentFrustum.x));\n\#endif\n\        }\n\    }\n\#endif\n\\n\    v_color = color;\n\    v_color.a *= translucency * show;\n\    v_outlineColor = outlineColor;\n\    v_outlineColor.a *= translucency * show;\n\\n\    v_innerPercent = 1.0 - outlinePercent;\n\    v_pixelDistance = 2.0 / totalSize;\n\    gl_PointSize = totalSize * show;\n\    gl_Position *= show;\n\\n\    v_pickColor = pickColor;\n\}\n\";
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