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- in vec3 position3DHigh;
- in vec3 position3DLow;
- in float batchId;
- #ifdef EXTRUDED_GEOMETRY
- in vec3 extrudeDirection;
- uniform float u_globeMinimumAltitude;
- #endif // EXTRUDED_GEOMETRY
- #ifdef PER_INSTANCE_COLOR
- out vec4 v_color;
- #endif // PER_INSTANCE_COLOR
- #ifdef TEXTURE_COORDINATES
- #ifdef SPHERICAL
- out vec4 v_sphericalExtents;
- #else // SPHERICAL
- out vec2 v_inversePlaneExtents;
- out vec4 v_westPlane;
- out vec4 v_southPlane;
- #endif // SPHERICAL
- out vec3 v_uvMinAndSphericalLongitudeRotation;
- out vec3 v_uMaxAndInverseDistance;
- out vec3 v_vMaxAndInverseDistance;
- #endif // TEXTURE_COORDINATES
- void main()
- {
- vec4 position = czm_computePosition();
- #ifdef EXTRUDED_GEOMETRY
- float delta = min(u_globeMinimumAltitude, czm_geometricToleranceOverMeter * length(position.xyz));
- delta *= czm_sceneMode == czm_sceneMode3D ? 1.0 : 0.0;
- //extrudeDirection is zero for the top layer
- position = position + vec4(extrudeDirection * delta, 0.0);
- #endif
- #ifdef TEXTURE_COORDINATES
- #ifdef SPHERICAL
- v_sphericalExtents = czm_batchTable_sphericalExtents(batchId);
- v_uvMinAndSphericalLongitudeRotation.z = czm_batchTable_longitudeRotation(batchId);
- #else // SPHERICAL
- #ifdef COLUMBUS_VIEW_2D
- vec4 planes2D_high = czm_batchTable_planes2D_HIGH(batchId);
- vec4 planes2D_low = czm_batchTable_planes2D_LOW(batchId);
- // If the primitive is split across the IDL (planes2D_high.x > planes2D_high.w):
- // - If this vertex is on the east side of the IDL (position3DLow.y > 0.0, comparison with position3DHigh may produce artifacts)
- // - existing "east" is on the wrong side of the world, far away (planes2D_high/low.w)
- // - so set "east" as beyond the eastmost extent of the projection (idlSplitNewPlaneHiLow)
- vec2 idlSplitNewPlaneHiLow = vec2(EAST_MOST_X_HIGH - (WEST_MOST_X_HIGH - planes2D_high.w), EAST_MOST_X_LOW - (WEST_MOST_X_LOW - planes2D_low.w));
- bool idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y > 0.0;
- planes2D_high.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.w);
- planes2D_low.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.w);
- // - else, if this vertex is on the west side of the IDL (position3DLow.y < 0.0)
- // - existing "west" is on the wrong side of the world, far away (planes2D_high/low.x)
- // - so set "west" as beyond the westmost extent of the projection (idlSplitNewPlaneHiLow)
- idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y < 0.0;
- idlSplitNewPlaneHiLow = vec2(WEST_MOST_X_HIGH - (EAST_MOST_X_HIGH - planes2D_high.x), WEST_MOST_X_LOW - (EAST_MOST_X_LOW - planes2D_low.x));
- planes2D_high.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.x);
- planes2D_low.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.x);
- vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.xy), vec3(0.0, planes2D_low.xy))).xyz;
- vec3 northWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.x, planes2D_high.z), vec3(0.0, planes2D_low.x, planes2D_low.z))).xyz;
- vec3 southEastCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.w, planes2D_high.y), vec3(0.0, planes2D_low.w, planes2D_low.y))).xyz;
- #else // COLUMBUS_VIEW_2D
- // 3D case has smaller "plane extents," so planes encoded as a 64 bit position and 2 vec3s for distances/direction
- vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(czm_batchTable_southWest_HIGH(batchId), czm_batchTable_southWest_LOW(batchId))).xyz;
- vec3 northWestCorner = czm_normal * czm_batchTable_northward(batchId) + southWestCorner;
- vec3 southEastCorner = czm_normal * czm_batchTable_eastward(batchId) + southWestCorner;
- #endif // COLUMBUS_VIEW_2D
- vec3 eastWard = southEastCorner - southWestCorner;
- float eastExtent = length(eastWard);
- eastWard /= eastExtent;
- vec3 northWard = northWestCorner - southWestCorner;
- float northExtent = length(northWard);
- northWard /= northExtent;
- v_westPlane = vec4(eastWard, -dot(eastWard, southWestCorner));
- v_southPlane = vec4(northWard, -dot(northWard, southWestCorner));
- v_inversePlaneExtents = vec2(1.0 / eastExtent, 1.0 / northExtent);
- #endif // SPHERICAL
- vec4 uvMinAndExtents = czm_batchTable_uvMinAndExtents(batchId);
- vec4 uMaxVmax = czm_batchTable_uMaxVmax(batchId);
- v_uMaxAndInverseDistance = vec3(uMaxVmax.xy, uvMinAndExtents.z);
- v_vMaxAndInverseDistance = vec3(uMaxVmax.zw, uvMinAndExtents.w);
- v_uvMinAndSphericalLongitudeRotation.xy = uvMinAndExtents.xy;
- #endif // TEXTURE_COORDINATES
- #ifdef PER_INSTANCE_COLOR
- v_color = czm_batchTable_color(batchId);
- #endif
- gl_Position = czm_depthClamp(czm_modelViewProjectionRelativeToEye * position);
- }
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