| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170 | //This file is automatically rebuilt by the Cesium build process.export default "attribute vec3 position3DHigh;\n\attribute vec3 position3DLow;\n\\n\// In 2D and in 3D, texture coordinate normalization component signs encodes:\n\// * X sign - sidedness relative to right plane\n\// * Y sign - is negative OR magnitude is greater than 1.0 if vertex is on bottom of volume\n\#ifndef COLUMBUS_VIEW_2D\n\attribute vec4 startHiAndForwardOffsetX;\n\attribute vec4 startLoAndForwardOffsetY;\n\attribute vec4 startNormalAndForwardOffsetZ;\n\attribute vec4 endNormalAndTextureCoordinateNormalizationX;\n\attribute vec4 rightNormalAndTextureCoordinateNormalizationY;\n\#else\n\attribute vec4 startHiLo2D;\n\attribute vec4 offsetAndRight2D;\n\attribute vec4 startEndNormals2D;\n\attribute vec2 texcoordNormalization2D;\n\#endif\n\\n\attribute float batchId;\n\\n\varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\varying vec4 v_endPlaneNormalEcAndBatchId;\n\varying vec4 v_rightPlaneEC;\n\varying vec4 v_endEcAndStartEcX;\n\varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\\n\// For materials\n\#ifdef WIDTH_VARYING\n\varying float v_width;\n\#endif\n\#ifdef ANGLE_VARYING\n\varying float v_polylineAngle;\n\#endif\n\\n\#ifdef PER_INSTANCE_COLOR\n\varying vec4 v_color;\n\#endif\n\\n\void main()\n\{\n\#ifdef COLUMBUS_VIEW_2D\n\    vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw))).xyz;\n\\n\    vec3 forwardDirectionEC = czm_normal * vec3(0.0, offsetAndRight2D.xy);\n\    vec3 ecEnd = forwardDirectionEC + ecStart;\n\    forwardDirectionEC = normalize(forwardDirectionEC);\n\\n\    // Right plane\n\    v_rightPlaneEC.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw);\n\    v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);\n\\n\    // start plane\n\    vec4 startPlaneEC;\n\    startPlaneEC.xyz =  czm_normal * vec3(0.0, startEndNormals2D.xy);\n\    startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);\n\\n\    // end plane\n\    vec4 endPlaneEC;\n\    endPlaneEC.xyz =  czm_normal * vec3(0.0, startEndNormals2D.zw);\n\    endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);\n\\n\    v_texcoordNormalizationAndStartEcYZ.x = abs(texcoordNormalization2D.x);\n\    v_texcoordNormalizationAndStartEcYZ.y = texcoordNormalization2D.y;\n\\n\#else // COLUMBUS_VIEW_2D\n\    vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz)).xyz;\n\    vec3 offset = czm_normal * vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w);\n\    vec3 ecEnd = ecStart + offset;\n\\n\    vec3 forwardDirectionEC = normalize(offset);\n\\n\    // start plane\n\    vec4 startPlaneEC;\n\    startPlaneEC.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz;\n\    startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);\n\\n\    // end plane\n\    vec4 endPlaneEC;\n\    endPlaneEC.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz;\n\    endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);\n\\n\    // Right plane\n\    v_rightPlaneEC.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz;\n\    v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);\n\\n\    v_texcoordNormalizationAndStartEcYZ.x = abs(endNormalAndTextureCoordinateNormalizationX.w);\n\    v_texcoordNormalizationAndStartEcYZ.y = rightNormalAndTextureCoordinateNormalizationY.w;\n\\n\#endif // COLUMBUS_VIEW_2D\n\\n\    v_endEcAndStartEcX.xyz = ecEnd;\n\    v_endEcAndStartEcX.w = ecStart.x;\n\    v_texcoordNormalizationAndStartEcYZ.zw = ecStart.yz;\n\\n\#ifdef PER_INSTANCE_COLOR\n\    v_color = czm_batchTable_color(batchId);\n\#endif // PER_INSTANCE_COLOR\n\\n\    // Compute a normal along which to \"push\" the position out, extending the miter depending on view distance.\n\    // Position has already been \"pushed\" by unit length along miter normal, and miter normals are encoded in the planes.\n\    // Decode the normal to use at this specific vertex, push the position back, and then push to where it needs to be.\n\    vec4 positionRelativeToEye = czm_computePosition();\n\\n\    // Check distance to the end plane and start plane, pick the plane that is closer\n\    vec4 positionEC = czm_modelViewRelativeToEye * positionRelativeToEye; // w = 1.0, see czm_computePosition\n\    float absStartPlaneDistance = abs(czm_planeDistance(startPlaneEC, positionEC.xyz));\n\    float absEndPlaneDistance = abs(czm_planeDistance(endPlaneEC, positionEC.xyz));\n\    vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlaneEC.xyz, endPlaneEC.xyz);\n\    vec3 upOrDown = normalize(cross(v_rightPlaneEC.xyz, planeDirection)); // Points \"up\" for start plane, \"down\" at end plane.\n\    vec3 normalEC = normalize(cross(planeDirection, upOrDown));           // In practice, the opposite seems to work too.\n\\n\    // Extrude bottom vertices downward for far view distances, like for GroundPrimitives\n\    upOrDown = cross(forwardDirectionEC, normalEC);\n\    upOrDown = float(czm_sceneMode == czm_sceneMode3D) * upOrDown;\n\    upOrDown = float(v_texcoordNormalizationAndStartEcYZ.y > 1.0 || v_texcoordNormalizationAndStartEcYZ.y < 0.0) * upOrDown;\n\    upOrDown = min(GLOBE_MINIMUM_ALTITUDE, czm_geometricToleranceOverMeter * length(positionRelativeToEye.xyz)) * upOrDown;\n\    positionEC.xyz += upOrDown;\n\\n\    v_texcoordNormalizationAndStartEcYZ.y = czm_branchFreeTernary(v_texcoordNormalizationAndStartEcYZ.y > 1.0, 0.0, abs(v_texcoordNormalizationAndStartEcYZ.y));\n\\n\    // Determine distance along normalEC to push for a volume of appropriate width.\n\    // Make volumes about double pixel width for a conservative fit - in practice the\n\    // extra cost here is minimal compared to the loose volume heights.\n\    //\n\    // N = normalEC (guaranteed \"right-facing\")\n\    // R = rightEC\n\    // p = angle between N and R\n\    // w = distance to push along R if R == N\n\    // d = distance to push along N\n\    //\n\    //   N   R\n\    //  { \ p| }      * cos(p) = dot(N, R) = w / d\n\    //  d\ \ |  |w    * d = w / dot(N, R)\n\    //    { \| }\n\    //       o---------- polyline segment ---->\n\    //\n\    float width = czm_batchTable_width(batchId);\n\#ifdef WIDTH_VARYING\n\    v_width = width;\n\#endif\n\\n\    v_startPlaneNormalEcAndHalfWidth.xyz = startPlaneEC.xyz;\n\    v_startPlaneNormalEcAndHalfWidth.w = width * 0.5;\n\\n\    v_endPlaneNormalEcAndBatchId.xyz = endPlaneEC.xyz;\n\    v_endPlaneNormalEcAndBatchId.w = batchId;\n\\n\    width = width * max(0.0, czm_metersPerPixel(positionEC)); // width = distance to push along R\n\    width = width / dot(normalEC, v_rightPlaneEC.xyz); // width = distance to push along N\n\\n\    // Determine if this vertex is on the \"left\" or \"right\"\n\#ifdef COLUMBUS_VIEW_2D\n\        normalEC *= sign(texcoordNormalization2D.x);\n\#else\n\        normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w);\n\#endif\n\\n\    positionEC.xyz += width * normalEC;\n\    gl_Position = czm_depthClamp(czm_projection * positionEC);\n\\n\#ifdef ANGLE_VARYING\n\    // Approximate relative screen space direction of the line.\n\    vec2 approxLineDirection = normalize(vec2(forwardDirectionEC.x, -forwardDirectionEC.y));\n\    approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y);\n\    v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y);\n\#endif\n\}\n\";
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