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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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