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- #ifdef INSTANCED
- in vec2 direction;
- #endif
- in vec4 positionHighAndScale;
- in vec4 positionLowAndRotation;
- in vec4 compressedAttribute0; // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)
- in vec4 compressedAttribute1; // aligned axis, translucency by distance, image width
- in vec4 compressedAttribute2; // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free
- in vec4 eyeOffset; // eye offset in meters, 4 bytes free (texture range)
- in vec4 scaleByDistance; // near, nearScale, far, farScale
- in vec4 pixelOffsetScaleByDistance; // near, nearScale, far, farScale
- in vec4 compressedAttribute3; // distance display condition near, far, disableDepthTestDistance, dimensions
- in vec2 sdf; // sdf outline color (rgb) and width (w)
- #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)
- in vec4 textureCoordinateBoundsOrLabelTranslate; // the min and max x and y values for the texture coordinates
- #endif
- #ifdef VECTOR_TILE
- in float a_batchId;
- #endif
- out vec2 v_textureCoordinates;
- #ifdef FRAGMENT_DEPTH_CHECK
- out vec4 v_textureCoordinateBounds;
- out vec4 v_originTextureCoordinateAndTranslate;
- out vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
- out mat2 v_rotationMatrix;
- #endif
- out vec4 v_pickColor;
- out vec4 v_color;
- #ifdef SDF
- out vec4 v_outlineColor;
- out float v_outlineWidth;
- #endif
- const float UPPER_BOUND = 32768.0;
- const float SHIFT_LEFT16 = 65536.0;
- const float SHIFT_LEFT12 = 4096.0;
- const float SHIFT_LEFT8 = 256.0;
- const float SHIFT_LEFT7 = 128.0;
- const float SHIFT_LEFT5 = 32.0;
- const float SHIFT_LEFT3 = 8.0;
- const float SHIFT_LEFT2 = 4.0;
- const float SHIFT_LEFT1 = 2.0;
- const float SHIFT_RIGHT12 = 1.0 / 4096.0;
- const float SHIFT_RIGHT8 = 1.0 / 256.0;
- const float SHIFT_RIGHT7 = 1.0 / 128.0;
- const float SHIFT_RIGHT5 = 1.0 / 32.0;
- const float SHIFT_RIGHT3 = 1.0 / 8.0;
- const float SHIFT_RIGHT2 = 1.0 / 4.0;
- const float SHIFT_RIGHT1 = 1.0 / 2.0;
- 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)
- {
- // Note the halfSize cannot be computed in JavaScript because it is sent via
- // compressed vertex attributes that coerce it to an integer.
- vec2 halfSize = imageSize * scale * 0.5;
- halfSize *= ((direction * 2.0) - 1.0);
- vec2 originTranslate = origin * abs(halfSize);
- #if defined(ROTATION) || defined(ALIGNED_AXIS)
- if (validAlignedAxis || rotation != 0.0)
- {
- float angle = rotation;
- if (validAlignedAxis)
- {
- vec4 projectedAlignedAxis = czm_modelView3D * vec4(alignedAxis, 0.0);
- angle += sign(-projectedAlignedAxis.x) * acos(sign(projectedAlignedAxis.y) * (projectedAlignedAxis.y * projectedAlignedAxis.y) /
- (projectedAlignedAxis.x * projectedAlignedAxis.x + projectedAlignedAxis.y * projectedAlignedAxis.y));
- }
- float cosTheta = cos(angle);
- float sinTheta = sin(angle);
- rotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta);
- halfSize = rotationMatrix * halfSize;
- }
- else
- {
- rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);
- }
- #endif
- mpp = czm_metersPerPixel(positionEC);
- positionEC.xy += (originTranslate + halfSize) * czm_branchFreeTernary(sizeInMeters, 1.0, mpp);
- positionEC.xy += (translate + pixelOffset) * mpp;
- return positionEC;
- }
- #ifdef VERTEX_DEPTH_CHECK
- float getGlobeDepth(vec4 positionEC)
- {
- vec4 posWC = czm_eyeToWindowCoordinates(positionEC);
- float globeDepth = czm_unpackDepth(texture(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));
- if (globeDepth == 0.0)
- {
- return 0.0; // not on the globe
- }
- vec4 eyeCoordinate = czm_windowToEyeCoordinates(posWC.xy, globeDepth);
- return eyeCoordinate.z / eyeCoordinate.w;
- }
- #endif
- void main()
- {
- // Modifying this shader may also require modifications to Billboard._computeScreenSpacePosition
- // unpack attributes
- vec3 positionHigh = positionHighAndScale.xyz;
- vec3 positionLow = positionLowAndRotation.xyz;
- float scale = positionHighAndScale.w;
- #if defined(ROTATION) || defined(ALIGNED_AXIS)
- float rotation = positionLowAndRotation.w;
- #else
- float rotation = 0.0;
- #endif
- float compressed = compressedAttribute0.x;
- vec2 pixelOffset;
- pixelOffset.x = floor(compressed * SHIFT_RIGHT7);
- compressed -= pixelOffset.x * SHIFT_LEFT7;
- pixelOffset.x -= UPPER_BOUND;
- vec2 origin;
- origin.x = floor(compressed * SHIFT_RIGHT5);
- compressed -= origin.x * SHIFT_LEFT5;
- origin.y = floor(compressed * SHIFT_RIGHT3);
- compressed -= origin.y * SHIFT_LEFT3;
- #ifdef FRAGMENT_DEPTH_CHECK
- vec2 depthOrigin = origin.xy;
- #endif
- origin -= vec2(1.0);
- float show = floor(compressed * SHIFT_RIGHT2);
- compressed -= show * SHIFT_LEFT2;
- #ifdef INSTANCED
- vec2 textureCoordinatesBottomLeft = czm_decompressTextureCoordinates(compressedAttribute0.w);
- vec2 textureCoordinatesRange = czm_decompressTextureCoordinates(eyeOffset.w);
- vec2 textureCoordinates = textureCoordinatesBottomLeft + direction * textureCoordinatesRange;
- #else
- vec2 direction;
- direction.x = floor(compressed * SHIFT_RIGHT1);
- direction.y = compressed - direction.x * SHIFT_LEFT1;
- vec2 textureCoordinates = czm_decompressTextureCoordinates(compressedAttribute0.w);
- #endif
- float temp = compressedAttribute0.y * SHIFT_RIGHT8;
- pixelOffset.y = -(floor(temp) - UPPER_BOUND);
- vec2 translate;
- translate.y = (temp - floor(temp)) * SHIFT_LEFT16;
- temp = compressedAttribute0.z * SHIFT_RIGHT8;
- translate.x = floor(temp) - UPPER_BOUND;
- translate.y += (temp - floor(temp)) * SHIFT_LEFT8;
- translate.y -= UPPER_BOUND;
- temp = compressedAttribute1.x * SHIFT_RIGHT8;
- float temp2 = floor(compressedAttribute2.w * SHIFT_RIGHT2);
- vec2 imageSize = vec2(floor(temp), temp2);
- #ifdef FRAGMENT_DEPTH_CHECK
- float labelHorizontalOrigin = floor(compressedAttribute2.w - (temp2 * SHIFT_LEFT2));
- float applyTranslate = 0.0;
- if (labelHorizontalOrigin != 0.0) // is a billboard, so set apply translate to false
- {
- applyTranslate = 1.0;
- labelHorizontalOrigin -= 2.0;
- depthOrigin.x = labelHorizontalOrigin + 1.0;
- }
- depthOrigin = vec2(1.0) - (depthOrigin * 0.5);
- #endif
- #ifdef EYE_DISTANCE_TRANSLUCENCY
- vec4 translucencyByDistance;
- translucencyByDistance.x = compressedAttribute1.z;
- translucencyByDistance.z = compressedAttribute1.w;
- translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
- temp = compressedAttribute1.y * SHIFT_RIGHT8;
- translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
- #endif
- #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)
- temp = compressedAttribute3.w;
- temp = temp * SHIFT_RIGHT12;
- vec2 dimensions;
- dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;
- dimensions.x = floor(temp);
- #endif
- #ifdef ALIGNED_AXIS
- vec3 alignedAxis = czm_octDecode(floor(compressedAttribute1.y * SHIFT_RIGHT8));
- temp = compressedAttribute2.z * SHIFT_RIGHT5;
- bool validAlignedAxis = (temp - floor(temp)) * SHIFT_LEFT1 > 0.0;
- #else
- vec3 alignedAxis = vec3(0.0);
- bool validAlignedAxis = false;
- #endif
- vec4 pickColor;
- vec4 color;
- temp = compressedAttribute2.y;
- temp = temp * SHIFT_RIGHT8;
- pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8;
- temp = floor(temp) * SHIFT_RIGHT8;
- pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8;
- pickColor.r = floor(temp);
- temp = compressedAttribute2.x;
- temp = temp * SHIFT_RIGHT8;
- color.b = (temp - floor(temp)) * SHIFT_LEFT8;
- temp = floor(temp) * SHIFT_RIGHT8;
- color.g = (temp - floor(temp)) * SHIFT_LEFT8;
- color.r = floor(temp);
- temp = compressedAttribute2.z * SHIFT_RIGHT8;
- bool sizeInMeters = floor((temp - floor(temp)) * SHIFT_LEFT7) > 0.0;
- temp = floor(temp) * SHIFT_RIGHT8;
- pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;
- pickColor /= 255.0;
- color.a = floor(temp);
- color /= 255.0;
- ///////////////////////////////////////////////////////////////////////////
- vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
- vec4 positionEC = czm_modelViewRelativeToEye * p;
- #if defined(FRAGMENT_DEPTH_CHECK) || defined(VERTEX_DEPTH_CHECK)
- float eyeDepth = positionEC.z;
- #endif
- positionEC = czm_eyeOffset(positionEC, eyeOffset.xyz);
- positionEC.xyz *= show;
- ///////////////////////////////////////////////////////////////////////////
- #if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(EYE_DISTANCE_PIXEL_OFFSET) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE)
- float lengthSq;
- if (czm_sceneMode == czm_sceneMode2D)
- {
- // 2D camera distance is a special case
- // treat all billboards as flattened to the z=0.0 plane
- lengthSq = czm_eyeHeight2D.y;
- }
- else
- {
- lengthSq = dot(positionEC.xyz, positionEC.xyz);
- }
- #endif
- #ifdef EYE_DISTANCE_SCALING
- float distanceScale = czm_nearFarScalar(scaleByDistance, lengthSq);
- scale *= distanceScale;
- translate *= distanceScale;
- // push vertex behind near plane for clipping
- if (scale == 0.0)
- {
- positionEC.xyz = vec3(0.0);
- }
- #endif
- float translucency = 1.0;
- #ifdef EYE_DISTANCE_TRANSLUCENCY
- translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);
- // push vertex behind near plane for clipping
- if (translucency == 0.0)
- {
- positionEC.xyz = vec3(0.0);
- }
- #endif
- #ifdef EYE_DISTANCE_PIXEL_OFFSET
- float pixelOffsetScale = czm_nearFarScalar(pixelOffsetScaleByDistance, lengthSq);
- pixelOffset *= pixelOffsetScale;
- #endif
- #ifdef DISTANCE_DISPLAY_CONDITION
- float nearSq = compressedAttribute3.x;
- float farSq = compressedAttribute3.y;
- if (lengthSq < nearSq || lengthSq > farSq)
- {
- positionEC.xyz = vec3(0.0);
- }
- #endif
- mat2 rotationMatrix;
- float mpp;
- #ifdef DISABLE_DEPTH_DISTANCE
- float disableDepthTestDistance = compressedAttribute3.z;
- #endif
- #ifdef VERTEX_DEPTH_CHECK
- if (lengthSq < disableDepthTestDistance) {
- float depthsilon = 10.0;
- vec2 labelTranslate = textureCoordinateBoundsOrLabelTranslate.xy;
- vec4 pEC1 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
- float globeDepth1 = getGlobeDepth(pEC1);
- if (globeDepth1 != 0.0 && pEC1.z + depthsilon < globeDepth1)
- {
- vec4 pEC2 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0, 1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
- float globeDepth2 = getGlobeDepth(pEC2);
- if (globeDepth2 != 0.0 && pEC2.z + depthsilon < globeDepth2)
- {
- vec4 pEC3 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
- float globeDepth3 = getGlobeDepth(pEC3);
- if (globeDepth3 != 0.0 && pEC3.z + depthsilon < globeDepth3)
- {
- positionEC.xyz = vec3(0.0);
- }
- }
- }
- }
- #endif
- positionEC = addScreenSpaceOffset(positionEC, imageSize, scale, direction, origin, translate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
- gl_Position = czm_projection * positionEC;
- v_textureCoordinates = textureCoordinates;
- #ifdef LOG_DEPTH
- czm_vertexLogDepth();
- #endif
- #ifdef DISABLE_DEPTH_DISTANCE
- if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0)
- {
- disableDepthTestDistance = czm_minimumDisableDepthTestDistance;
- }
- if (disableDepthTestDistance != 0.0)
- {
- // Don't try to "multiply both sides" by w. Greater/less-than comparisons won't work for negative values of w.
- float zclip = gl_Position.z / gl_Position.w;
- bool clipped = (zclip < -1.0 || zclip > 1.0);
- if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance)))
- {
- // Position z on the near plane.
- gl_Position.z = -gl_Position.w;
- #ifdef LOG_DEPTH
- v_depthFromNearPlusOne = 1.0;
- #endif
- }
- }
- #endif
- #ifdef FRAGMENT_DEPTH_CHECK
- if (sizeInMeters) {
- translate /= mpp;
- dimensions /= mpp;
- imageSize /= mpp;
- }
- #if defined(ROTATION) || defined(ALIGNED_AXIS)
- v_rotationMatrix = rotationMatrix;
- #else
- v_rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);
- #endif
- float enableDepthCheck = 0.0;
- if (lengthSq < disableDepthTestDistance)
- {
- enableDepthCheck = 1.0;
- }
- float dw = floor(clamp(dimensions.x, 0.0, SHIFT_LEFT12));
- float dh = floor(clamp(dimensions.y, 0.0, SHIFT_LEFT12));
- float iw = floor(clamp(imageSize.x, 0.0, SHIFT_LEFT12));
- float ih = floor(clamp(imageSize.y, 0.0, SHIFT_LEFT12));
- v_compressed.x = eyeDepth;
- v_compressed.y = applyTranslate * SHIFT_LEFT1 + enableDepthCheck;
- v_compressed.z = dw * SHIFT_LEFT12 + dh;
- v_compressed.w = iw * SHIFT_LEFT12 + ih;
- v_originTextureCoordinateAndTranslate.xy = depthOrigin;
- v_originTextureCoordinateAndTranslate.zw = translate;
- v_textureCoordinateBounds = textureCoordinateBoundsOrLabelTranslate;
- #endif
- #ifdef SDF
- vec4 outlineColor;
- float outlineWidth;
- temp = sdf.x;
- temp = temp * SHIFT_RIGHT8;
- outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8;
- temp = floor(temp) * SHIFT_RIGHT8;
- outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8;
- outlineColor.r = floor(temp);
- temp = sdf.y;
- temp = temp * SHIFT_RIGHT8;
- float temp3 = (temp - floor(temp)) * SHIFT_LEFT8;
- temp = floor(temp) * SHIFT_RIGHT8;
- outlineWidth = (temp - floor(temp)) * SHIFT_LEFT8;
- outlineColor.a = floor(temp);
- outlineColor /= 255.0;
- v_outlineWidth = outlineWidth / 255.0;
- v_outlineColor = outlineColor;
- v_outlineColor.a *= translucency;
- #endif
- v_pickColor = pickColor;
- v_color = color;
- v_color.a *= translucency;
- }
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