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- in vec3 position3DHigh;
- in vec3 position3DLow;
- in vec4 startHiAndForwardOffsetX;
- in vec4 startLoAndForwardOffsetY;
- in vec4 startNormalAndForwardOffsetZ;
- in vec4 endNormalAndTextureCoordinateNormalizationX;
- in vec4 rightNormalAndTextureCoordinateNormalizationY;
- in vec4 startHiLo2D;
- in vec4 offsetAndRight2D;
- in vec4 startEndNormals2D;
- in vec2 texcoordNormalization2D;
- in float batchId;
- out vec3 v_forwardDirectionEC;
- out vec3 v_texcoordNormalizationAndHalfWidth;
- out float v_batchId;
- // For materials
- #ifdef WIDTH_VARYING
- out float v_width;
- #endif
- #ifdef ANGLE_VARYING
- out float v_polylineAngle;
- #endif
- #ifdef PER_INSTANCE_COLOR
- out vec4 v_color;
- #else
- out vec2 v_alignedPlaneDistances;
- out float v_texcoordT;
- #endif
- // Morphing planes using SLERP or NLERP doesn't seem to work, so instead draw the material directly on the shadow volume.
- // Morph views are from very far away and aren't meant to be used precisely, so this should be sufficient.
- void main()
- {
- v_batchId = batchId;
- // Start position
- vec4 posRelativeToEye2D = czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw));
- vec4 posRelativeToEye3D = czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz);
- vec4 posRelativeToEye = czm_columbusViewMorph(posRelativeToEye2D, posRelativeToEye3D, czm_morphTime);
- vec3 posEc2D = (czm_modelViewRelativeToEye * posRelativeToEye2D).xyz;
- vec3 posEc3D = (czm_modelViewRelativeToEye * posRelativeToEye3D).xyz;
- vec3 startEC = (czm_modelViewRelativeToEye * posRelativeToEye).xyz;
- // Start plane
- vec4 startPlane2D;
- vec4 startPlane3D;
- startPlane2D.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy);
- startPlane3D.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz;
- startPlane2D.w = -dot(startPlane2D.xyz, posEc2D);
- startPlane3D.w = -dot(startPlane3D.xyz, posEc3D);
- // Right plane
- vec4 rightPlane2D;
- vec4 rightPlane3D;
- rightPlane2D.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw);
- rightPlane3D.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz;
- rightPlane2D.w = -dot(rightPlane2D.xyz, posEc2D);
- rightPlane3D.w = -dot(rightPlane3D.xyz, posEc3D);
- // End position
- posRelativeToEye2D = posRelativeToEye2D + vec4(0.0, offsetAndRight2D.xy, 0.0);
- posRelativeToEye3D = posRelativeToEye3D + vec4(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w, 0.0);
- posRelativeToEye = czm_columbusViewMorph(posRelativeToEye2D, posRelativeToEye3D, czm_morphTime);
- posEc2D = (czm_modelViewRelativeToEye * posRelativeToEye2D).xyz;
- posEc3D = (czm_modelViewRelativeToEye * posRelativeToEye3D).xyz;
- vec3 endEC = (czm_modelViewRelativeToEye * posRelativeToEye).xyz;
- vec3 forwardEc3D = czm_normal * normalize(vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w));
- vec3 forwardEc2D = czm_normal * normalize(vec3(0.0, offsetAndRight2D.xy));
- // End plane
- vec4 endPlane2D;
- vec4 endPlane3D;
- endPlane2D.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw);
- endPlane3D.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz;
- endPlane2D.w = -dot(endPlane2D.xyz, posEc2D);
- endPlane3D.w = -dot(endPlane3D.xyz, posEc3D);
- // Forward direction
- v_forwardDirectionEC = normalize(endEC - startEC);
- vec2 cleanTexcoordNormalization2D;
- cleanTexcoordNormalization2D.x = abs(texcoordNormalization2D.x);
- cleanTexcoordNormalization2D.y = czm_branchFreeTernary(texcoordNormalization2D.y > 1.0, 0.0, abs(texcoordNormalization2D.y));
- vec2 cleanTexcoordNormalization3D;
- cleanTexcoordNormalization3D.x = abs(endNormalAndTextureCoordinateNormalizationX.w);
- cleanTexcoordNormalization3D.y = rightNormalAndTextureCoordinateNormalizationY.w;
- cleanTexcoordNormalization3D.y = czm_branchFreeTernary(cleanTexcoordNormalization3D.y > 1.0, 0.0, abs(cleanTexcoordNormalization3D.y));
- v_texcoordNormalizationAndHalfWidth.xy = mix(cleanTexcoordNormalization2D, cleanTexcoordNormalization3D, czm_morphTime);
- #ifdef PER_INSTANCE_COLOR
- v_color = czm_batchTable_color(batchId);
- #else // PER_INSTANCE_COLOR
- // For computing texture coordinates
- v_alignedPlaneDistances.x = -dot(v_forwardDirectionEC, startEC);
- v_alignedPlaneDistances.y = -dot(-v_forwardDirectionEC, endEC);
- #endif // PER_INSTANCE_COLOR
- #ifdef WIDTH_VARYING
- float width = czm_batchTable_width(batchId);
- float halfWidth = width * 0.5;
- v_width = width;
- v_texcoordNormalizationAndHalfWidth.z = halfWidth;
- #else
- float halfWidth = 0.5 * czm_batchTable_width(batchId);
- v_texcoordNormalizationAndHalfWidth.z = halfWidth;
- #endif
- // Compute a normal along which to "push" the position out, extending the miter depending on view distance.
- // Position has already been "pushed" by unit length along miter normal, and miter normals are encoded in the planes.
- // Decode the normal to use at this specific vertex, push the position back, and then push to where it needs to be.
- // Since this is morphing, compute both 3D and 2D positions and then blend.
- // ****** 3D ******
- // Check distance to the end plane and start plane, pick the plane that is closer
- vec4 positionEc3D = czm_modelViewRelativeToEye * czm_translateRelativeToEye(position3DHigh, position3DLow); // w = 1.0, see czm_computePosition
- float absStartPlaneDistance = abs(czm_planeDistance(startPlane3D, positionEc3D.xyz));
- float absEndPlaneDistance = abs(czm_planeDistance(endPlane3D, positionEc3D.xyz));
- vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlane3D.xyz, endPlane3D.xyz);
- vec3 upOrDown = normalize(cross(rightPlane3D.xyz, planeDirection)); // Points "up" for start plane, "down" at end plane.
- vec3 normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too.
- // Nudge the top vertex upwards to prevent flickering
- vec3 geodeticSurfaceNormal = normalize(cross(normalEC, forwardEc3D));
- geodeticSurfaceNormal *= float(0.0 <= rightNormalAndTextureCoordinateNormalizationY.w && rightNormalAndTextureCoordinateNormalizationY.w <= 1.0);
- geodeticSurfaceNormal *= MAX_TERRAIN_HEIGHT;
- positionEc3D.xyz += geodeticSurfaceNormal;
- // Determine if this vertex is on the "left" or "right"
- normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w);
- // A "perfect" implementation would push along normals according to the angle against forward.
- // In practice, just pushing the normal out by halfWidth is sufficient for morph views.
- positionEc3D.xyz += halfWidth * max(0.0, czm_metersPerPixel(positionEc3D)) * normalEC; // prevent artifacts when czm_metersPerPixel is negative (behind camera)
- // ****** 2D ******
- // Check distance to the end plane and start plane, pick the plane that is closer
- vec4 positionEc2D = czm_modelViewRelativeToEye * czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy); // w = 1.0, see czm_computePosition
- absStartPlaneDistance = abs(czm_planeDistance(startPlane2D, positionEc2D.xyz));
- absEndPlaneDistance = abs(czm_planeDistance(endPlane2D, positionEc2D.xyz));
- planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlane2D.xyz, endPlane2D.xyz);
- upOrDown = normalize(cross(rightPlane2D.xyz, planeDirection)); // Points "up" for start plane, "down" at end plane.
- normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too.
- // Nudge the top vertex upwards to prevent flickering
- geodeticSurfaceNormal = normalize(cross(normalEC, forwardEc2D));
- geodeticSurfaceNormal *= float(0.0 <= texcoordNormalization2D.y && texcoordNormalization2D.y <= 1.0);
- geodeticSurfaceNormal *= MAX_TERRAIN_HEIGHT;
- positionEc2D.xyz += geodeticSurfaceNormal;
- // Determine if this vertex is on the "left" or "right"
- normalEC *= sign(texcoordNormalization2D.x);
- #ifndef PER_INSTANCE_COLOR
- // Use vertex's sidedness to compute its texture coordinate.
- v_texcoordT = clamp(sign(texcoordNormalization2D.x), 0.0, 1.0);
- #endif
- // A "perfect" implementation would push along normals according to the angle against forward.
- // In practice, just pushing the normal out by halfWidth is sufficient for morph views.
- positionEc2D.xyz += halfWidth * max(0.0, czm_metersPerPixel(positionEc2D)) * normalEC; // prevent artifacts when czm_metersPerPixel is negative (behind camera)
- // Blend for actual position
- gl_Position = czm_projection * mix(positionEc2D, positionEc3D, czm_morphTime);
- #ifdef ANGLE_VARYING
- // Approximate relative screen space direction of the line.
- vec2 approxLineDirection = normalize(vec2(v_forwardDirectionEC.x, -v_forwardDirectionEC.y));
- approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y);
- v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y);
- #endif
- }
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