PolylineShadowVolumeFS.glsl 3.8 KB

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  1. in vec4 v_startPlaneNormalEcAndHalfWidth;
  2. in vec4 v_endPlaneNormalEcAndBatchId;
  3. in vec4 v_rightPlaneEC; // Technically can compute distance for this here
  4. in vec4 v_endEcAndStartEcX;
  5. in vec4 v_texcoordNormalizationAndStartEcYZ;
  6. #ifdef PER_INSTANCE_COLOR
  7. in vec4 v_color;
  8. #endif
  9. void main(void)
  10. {
  11. float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));
  12. vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);
  13. // Discard for sky
  14. if (logDepthOrDepth == 0.0) {
  15. #ifdef DEBUG_SHOW_VOLUME
  16. out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
  17. return;
  18. #else // DEBUG_SHOW_VOLUME
  19. discard;
  20. #endif // DEBUG_SHOW_VOLUME
  21. }
  22. vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
  23. eyeCoordinate /= eyeCoordinate.w;
  24. float halfMaxWidth = v_startPlaneNormalEcAndHalfWidth.w * czm_metersPerPixel(eyeCoordinate);
  25. // Check distance of the eye coordinate against the right-facing plane
  26. float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz);
  27. // Check eye coordinate against the mitering planes
  28. float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);
  29. float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);
  30. if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {
  31. #ifdef DEBUG_SHOW_VOLUME
  32. out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
  33. return;
  34. #else // DEBUG_SHOW_VOLUME
  35. discard;
  36. #endif // DEBUG_SHOW_VOLUME
  37. }
  38. // Check distance of the eye coordinate against start and end planes with normals in the right plane.
  39. // For computing unskewed lengthwise texture coordinate.
  40. // Can also be used for clipping extremely pointy miters, but in practice unnecessary because of miter breaking.
  41. // aligned plane: cross the right plane normal with miter plane normal, then cross the result with right again to point it more "forward"
  42. vec3 alignedPlaneNormal;
  43. // start aligned plane
  44. alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_startPlaneNormalEcAndHalfWidth.xyz);
  45. alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));
  46. distanceFromStart = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, ecStart), eyeCoordinate.xyz);
  47. // end aligned plane
  48. alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_endPlaneNormalEcAndBatchId.xyz);
  49. alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));
  50. distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);
  51. #ifdef PER_INSTANCE_COLOR
  52. out_FragColor = czm_gammaCorrect(v_color);
  53. #else // PER_INSTANCE_COLOR
  54. // Clamp - distance to aligned planes may be negative due to mitering,
  55. // so fragment texture coordinate might be out-of-bounds.
  56. float s = clamp(distanceFromStart / (distanceFromStart + distanceFromEnd), 0.0, 1.0);
  57. s = (s * v_texcoordNormalizationAndStartEcYZ.x) + v_texcoordNormalizationAndStartEcYZ.y;
  58. float t = (widthwiseDistance + halfMaxWidth) / (2.0 * halfMaxWidth);
  59. czm_materialInput materialInput;
  60. materialInput.s = s;
  61. materialInput.st = vec2(s, t);
  62. materialInput.str = vec3(s, t, 0.0);
  63. czm_material material = czm_getMaterial(materialInput);
  64. out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
  65. #endif // PER_INSTANCE_COLOR
  66. // Premultiply alpha. Required for classification primitives on translucent globe.
  67. out_FragColor.rgb *= out_FragColor.a;
  68. czm_writeDepthClamp();
  69. }