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