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- //This file is automatically rebuilt by the Cesium build process.
- export default "/* Cylinder defines (set in Scene/VoxelCylinderShape.js)\n\
- #define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS\n\
- #define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS_FLAT\n\
- #define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT\n\
- #define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT_FLAT\n\
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE\n\
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_RANGE_EQUAL_ZERO\n\
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY\n\
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY\n\
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED\n\
- */\n\
- \n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)\n\
- uniform vec2 u_cylinderUvToShapeUvRadius; // x = scale, y = offset\n\
- #endif\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)\n\
- uniform vec2 u_cylinderUvToShapeUvHeight; // x = scale, y = offset\n\
- #endif\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)\n\
- uniform vec2 u_cylinderUvToShapeUvAngle; // x = scale, y = offset\n\
- #endif\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY)\n\
- uniform vec2 u_cylinderShapeUvAngleMinMax;\n\
- #endif\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED)\n\
- uniform float u_cylinderShapeUvAngleRangeZeroMid;\n\
- #endif\n\
- \n\
- vec3 convertUvToShapeUvSpace(in vec3 positionUv) {\n\
- vec3 positionLocal = positionUv * 2.0 - 1.0; // [-1,+1]\n\
- \n\
- // Compute radius\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS_FLAT)\n\
- float radius = 1.0;\n\
- #else\n\
- float radius = length(positionLocal.xy); // [0,1]\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)\n\
- radius = radius * u_cylinderUvToShapeUvRadius.x + u_cylinderUvToShapeUvRadius.y; // x = scale, y = offset\n\
- #endif\n\
- #endif\n\
- \n\
- // Compute height\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT_FLAT)\n\
- float height = 1.0;\n\
- #else\n\
- float height = positionUv.z; // [0,1]\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)\n\
- height = height * u_cylinderUvToShapeUvHeight.x + u_cylinderUvToShapeUvHeight.y; // x = scale, y = offset\n\
- #endif\n\
- #endif\n\
- \n\
- // Compute angle\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_RANGE_EQUAL_ZERO)\n\
- float angle = 1.0;\n\
- #else\n\
- float angle = (atan(positionLocal.y, positionLocal.x) + czm_pi) / czm_twoPi; // [0,1]\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED)\n\
- // Comparing against u_cylinderShapeUvAngleMinMax has precision problems. u_cylinderShapeUvAngleRangeZeroMid is more conservative.\n\
- angle += float(angle < u_cylinderShapeUvAngleRangeZeroMid);\n\
- #endif\n\
- \n\
- // Avoid flickering from reading voxels from both sides of the -pi/+pi discontinuity.\n\
- #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY)\n\
- angle = angle > u_cylinderShapeUvAngleRangeZeroMid ? u_cylinderShapeUvAngleMinMax.x : angle;\n\
- #elif defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY)\n\
- angle = angle < u_cylinderShapeUvAngleRangeZeroMid ? u_cylinderShapeUvAngleMinMax.y : angle;\n\
- #endif\n\
- \n\
- angle = angle * u_cylinderUvToShapeUvAngle.x + u_cylinderUvToShapeUvAngle.y; // x = scale, y = offset\n\
- #endif\n\
- #endif\n\
- \n\
- return vec3(radius, height, angle);\n\
- }\n\
- ";
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