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200 lines
7.8 KiB
GLSL
200 lines
7.8 KiB
GLSL
#ifdef QUANTIZATION_BITS12
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attribute vec4 compressed0;
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attribute float compressed1;
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#else
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attribute vec4 position3DAndHeight;
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attribute vec4 textureCoordAndEncodedNormals;
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#endif
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uniform vec3 u_center3D;
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uniform mat4 u_modifiedModelView;
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uniform mat4 u_modifiedModelViewProjection;
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uniform vec4 u_tileRectangle;
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// Uniforms for 2D Mercator projection
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uniform vec2 u_southAndNorthLatitude;
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uniform vec2 u_southMercatorYAndOneOverHeight;
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varying vec3 v_positionMC;
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varying vec3 v_positionEC;
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varying vec3 v_textureCoordinates;
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varying vec3 v_normalMC;
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varying vec3 v_normalEC;
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#ifdef APPLY_MATERIAL
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varying float v_slope;
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varying float v_aspect;
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varying float v_height;
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#endif
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#if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
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varying float v_distance;
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#endif
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#if defined(FOG) || defined(GROUND_ATMOSPHERE)
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varying vec3 v_fogMieColor;
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varying vec3 v_fogRayleighColor;
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#endif
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// These functions are generated at runtime.
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vec4 getPosition(vec3 position, float height, vec2 textureCoordinates);
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float get2DYPositionFraction(vec2 textureCoordinates);
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vec4 getPosition3DMode(vec3 position, float height, vec2 textureCoordinates)
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{
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return u_modifiedModelViewProjection * vec4(position, 1.0);
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}
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float get2DMercatorYPositionFraction(vec2 textureCoordinates)
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{
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// The width of a tile at level 11, in radians and assuming a single root tile, is
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// 2.0 * czm_pi / pow(2.0, 11.0)
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// We want to just linearly interpolate the 2D position from the texture coordinates
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// when we're at this level or higher. The constant below is the expression
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// above evaluated and then rounded up at the 4th significant digit.
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const float maxTileWidth = 0.003068;
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float positionFraction = textureCoordinates.y;
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float southLatitude = u_southAndNorthLatitude.x;
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float northLatitude = u_southAndNorthLatitude.y;
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if (northLatitude - southLatitude > maxTileWidth)
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{
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float southMercatorY = u_southMercatorYAndOneOverHeight.x;
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float oneOverMercatorHeight = u_southMercatorYAndOneOverHeight.y;
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float currentLatitude = mix(southLatitude, northLatitude, textureCoordinates.y);
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currentLatitude = clamp(currentLatitude, -czm_webMercatorMaxLatitude, czm_webMercatorMaxLatitude);
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positionFraction = czm_latitudeToWebMercatorFraction(currentLatitude, southMercatorY, oneOverMercatorHeight);
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}
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return positionFraction;
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}
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float get2DGeographicYPositionFraction(vec2 textureCoordinates)
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{
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return textureCoordinates.y;
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}
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vec4 getPositionPlanarEarth(vec3 position, float height, vec2 textureCoordinates)
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{
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float yPositionFraction = get2DYPositionFraction(textureCoordinates);
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vec4 rtcPosition2D = vec4(height, mix(u_tileRectangle.st, u_tileRectangle.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0);
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return u_modifiedModelViewProjection * rtcPosition2D;
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}
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vec4 getPosition2DMode(vec3 position, float height, vec2 textureCoordinates)
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{
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return getPositionPlanarEarth(position, 0.0, textureCoordinates);
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}
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vec4 getPositionColumbusViewMode(vec3 position, float height, vec2 textureCoordinates)
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{
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return getPositionPlanarEarth(position, height, textureCoordinates);
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}
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vec4 getPositionMorphingMode(vec3 position, float height, vec2 textureCoordinates)
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{
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// We do not do RTC while morphing, so there is potential for jitter.
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// This is unlikely to be noticeable, though.
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vec3 position3DWC = position + u_center3D;
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float yPositionFraction = get2DYPositionFraction(textureCoordinates);
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vec4 position2DWC = vec4(height, mix(u_tileRectangle.st, u_tileRectangle.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0);
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vec4 morphPosition = czm_columbusViewMorph(position2DWC, vec4(position3DWC, 1.0), czm_morphTime);
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return czm_modelViewProjection * morphPosition;
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}
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#ifdef QUANTIZATION_BITS12
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uniform vec2 u_minMaxHeight;
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uniform mat4 u_scaleAndBias;
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#endif
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void main()
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{
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#ifdef QUANTIZATION_BITS12
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vec2 xy = czm_decompressTextureCoordinates(compressed0.x);
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vec2 zh = czm_decompressTextureCoordinates(compressed0.y);
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vec3 position = vec3(xy, zh.x);
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float height = zh.y;
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vec2 textureCoordinates = czm_decompressTextureCoordinates(compressed0.z);
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height = height * (u_minMaxHeight.y - u_minMaxHeight.x) + u_minMaxHeight.x;
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position = (u_scaleAndBias * vec4(position, 1.0)).xyz;
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#if (defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL)) && defined(INCLUDE_WEB_MERCATOR_Y)
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float webMercatorT = czm_decompressTextureCoordinates(compressed0.w).x;
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float encodedNormal = compressed1;
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#elif defined(INCLUDE_WEB_MERCATOR_Y)
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float webMercatorT = czm_decompressTextureCoordinates(compressed0.w).x;
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float encodedNormal = 0.0;
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#elif defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL)
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float webMercatorT = textureCoordinates.y;
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float encodedNormal = compressed0.w;
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#else
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float webMercatorT = textureCoordinates.y;
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float encodedNormal = 0.0;
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#endif
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#else
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// A single float per element
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vec3 position = position3DAndHeight.xyz;
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float height = position3DAndHeight.w;
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vec2 textureCoordinates = textureCoordAndEncodedNormals.xy;
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#if (defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL)) && defined(INCLUDE_WEB_MERCATOR_Y)
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float webMercatorT = textureCoordAndEncodedNormals.z;
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float encodedNormal = textureCoordAndEncodedNormals.w;
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#elif defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL)
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float webMercatorT = textureCoordinates.y;
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float encodedNormal = textureCoordAndEncodedNormals.z;
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#elif defined(INCLUDE_WEB_MERCATOR_Y)
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float webMercatorT = textureCoordAndEncodedNormals.z;
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float encodedNormal = 0.0;
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#else
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float webMercatorT = textureCoordinates.y;
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float encodedNormal = 0.0;
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#endif
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#endif
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vec3 position3DWC = position + u_center3D;
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gl_Position = getPosition(position, height, textureCoordinates);
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v_textureCoordinates = vec3(textureCoordinates, webMercatorT);
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#if defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL)
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v_positionEC = (u_modifiedModelView * vec4(position, 1.0)).xyz;
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v_positionMC = position3DWC; // position in model coordinates
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vec3 normalMC = czm_octDecode(encodedNormal);
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v_normalMC = normalMC;
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v_normalEC = czm_normal3D * v_normalMC;
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#elif defined(SHOW_REFLECTIVE_OCEAN) || defined(ENABLE_DAYNIGHT_SHADING) || defined(GENERATE_POSITION) || defined(HDR)
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v_positionEC = (u_modifiedModelView * vec4(position, 1.0)).xyz;
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v_positionMC = position3DWC; // position in model coordinates
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#endif
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#if defined(FOG) || defined(GROUND_ATMOSPHERE)
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AtmosphereColor atmosFogColor = computeGroundAtmosphereFromSpace(position3DWC, false, vec3(0.0));
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v_fogMieColor = atmosFogColor.mie;
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v_fogRayleighColor = atmosFogColor.rayleigh;
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#endif
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#if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
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v_distance = length((czm_modelView3D * vec4(position3DWC, 1.0)).xyz);
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#endif
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#ifdef APPLY_MATERIAL
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float northPoleZ = czm_ellipsoidRadii.z;
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vec3 northPolePositionMC = vec3(0.0, 0.0, northPoleZ);
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vec3 ellipsoidNormal = normalize(v_positionMC); // For a sphere this is correct, but not generally for an ellipsoid.
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vec3 vectorEastMC = normalize(cross(northPolePositionMC - v_positionMC, ellipsoidNormal));
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float dotProd = abs(dot(ellipsoidNormal, v_normalMC));
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v_slope = acos(dotProd);
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vec3 normalRejected = ellipsoidNormal * dotProd;
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vec3 normalProjected = v_normalMC - normalRejected;
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vec3 aspectVector = normalize(normalProjected);
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v_aspect = acos(dot(aspectVector, vectorEastMC));
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float determ = dot(cross(vectorEastMC, aspectVector), ellipsoidNormal);
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v_aspect = czm_branchFreeTernary(determ < 0.0, 2.0 * czm_pi - v_aspect, v_aspect);
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v_height = height;
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#endif
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}
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