| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101 | attribute vec3 position3DHigh;attribute vec3 position3DLow;attribute float batchId;#ifdef EXTRUDED_GEOMETRYattribute vec3 extrudeDirection;uniform float u_globeMinimumAltitude;#endif // EXTRUDED_GEOMETRY#ifdef PER_INSTANCE_COLORvarying vec4 v_color;#endif // PER_INSTANCE_COLOR#ifdef TEXTURE_COORDINATES#ifdef SPHERICALvarying vec4 v_sphericalExtents;#else // SPHERICALvarying vec2 v_inversePlaneExtents;varying vec4 v_westPlane;varying vec4 v_southPlane;#endif // SPHERICALvarying vec3 v_uvMinAndSphericalLongitudeRotation;varying vec3 v_uMaxAndInverseDistance;varying vec3 v_vMaxAndInverseDistance;#endif // TEXTURE_COORDINATESvoid main(){    vec4 position = czm_computePosition();#ifdef EXTRUDED_GEOMETRY    float delta = min(u_globeMinimumAltitude, czm_geometricToleranceOverMeter * length(position.xyz));    delta *= czm_sceneMode == czm_sceneMode3D ? 1.0 : 0.0;    //extrudeDirection is zero for the top layer    position = position + vec4(extrudeDirection * delta, 0.0);#endif#ifdef TEXTURE_COORDINATES#ifdef SPHERICAL    v_sphericalExtents = czm_batchTable_sphericalExtents(batchId);    v_uvMinAndSphericalLongitudeRotation.z = czm_batchTable_longitudeRotation(batchId);#else // SPHERICAL#ifdef COLUMBUS_VIEW_2D    vec4 planes2D_high = czm_batchTable_planes2D_HIGH(batchId);    vec4 planes2D_low = czm_batchTable_planes2D_LOW(batchId);    // If the primitive is split across the IDL (planes2D_high.x > planes2D_high.w):    // - If this vertex is on the east side of the IDL (position3DLow.y > 0.0, comparison with position3DHigh may produce artifacts)    // - existing "east" is on the wrong side of the world, far away (planes2D_high/low.w)    // - so set "east" as beyond the eastmost extent of the projection (idlSplitNewPlaneHiLow)    vec2 idlSplitNewPlaneHiLow = vec2(EAST_MOST_X_HIGH - (WEST_MOST_X_HIGH - planes2D_high.w), EAST_MOST_X_LOW - (WEST_MOST_X_LOW - planes2D_low.w));    bool idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y > 0.0;    planes2D_high.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.w);    planes2D_low.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.w);    // - else, if this vertex is on the west side of the IDL (position3DLow.y < 0.0)    // - existing "west" is on the wrong side of the world, far away (planes2D_high/low.x)    // - so set "west" as beyond the westmost extent of the projection (idlSplitNewPlaneHiLow)    idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y < 0.0;    idlSplitNewPlaneHiLow = vec2(WEST_MOST_X_HIGH - (EAST_MOST_X_HIGH - planes2D_high.x), WEST_MOST_X_LOW - (EAST_MOST_X_LOW - planes2D_low.x));    planes2D_high.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.x);    planes2D_low.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.x);    vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.xy), vec3(0.0, planes2D_low.xy))).xyz;    vec3 northWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.x, planes2D_high.z), vec3(0.0, planes2D_low.x, planes2D_low.z))).xyz;    vec3 southEastCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.w, planes2D_high.y), vec3(0.0, planes2D_low.w, planes2D_low.y))).xyz;#else // COLUMBUS_VIEW_2D    // 3D case has smaller "plane extents," so planes encoded as a 64 bit position and 2 vec3s for distances/direction    vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(czm_batchTable_southWest_HIGH(batchId), czm_batchTable_southWest_LOW(batchId))).xyz;    vec3 northWestCorner = czm_normal * czm_batchTable_northward(batchId) + southWestCorner;    vec3 southEastCorner = czm_normal * czm_batchTable_eastward(batchId) + southWestCorner;#endif // COLUMBUS_VIEW_2D    vec3 eastWard = southEastCorner - southWestCorner;    float eastExtent = length(eastWard);    eastWard /= eastExtent;    vec3 northWard = northWestCorner - southWestCorner;    float northExtent = length(northWard);    northWard /= northExtent;    v_westPlane = vec4(eastWard, -dot(eastWard, southWestCorner));    v_southPlane = vec4(northWard, -dot(northWard, southWestCorner));    v_inversePlaneExtents = vec2(1.0 / eastExtent, 1.0 / northExtent);#endif // SPHERICAL    vec4 uvMinAndExtents = czm_batchTable_uvMinAndExtents(batchId);    vec4 uMaxVmax = czm_batchTable_uMaxVmax(batchId);    v_uMaxAndInverseDistance = vec3(uMaxVmax.xy, uvMinAndExtents.z);    v_vMaxAndInverseDistance = vec3(uMaxVmax.zw, uvMinAndExtents.w);    v_uvMinAndSphericalLongitudeRotation.xy = uvMinAndExtents.xy;#endif // TEXTURE_COORDINATES#ifdef PER_INSTANCE_COLOR    v_color = czm_batchTable_color(batchId);#endif    gl_Position = czm_depthClamp(czm_modelViewProjectionRelativeToEye * position);}
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