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