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48 lines
1.9 KiB
JavaScript
48 lines
1.9 KiB
JavaScript
//This file is automatically rebuilt by the Cesium build process.
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export default "varying vec3 v_forwardDirectionEC;\n\
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varying vec3 v_texcoordNormalizationAndHalfWidth;\n\
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varying float v_batchId;\n\
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\n\
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#ifdef PER_INSTANCE_COLOR\n\
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varying vec4 v_color;\n\
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#else\n\
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varying vec2 v_alignedPlaneDistances;\n\
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varying float v_texcoordT;\n\
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#endif\n\
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\n\
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float rayPlaneDistanceUnsafe(vec3 origin, vec3 direction, vec3 planeNormal, float planeDistance) {\n\
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// We don't expect the ray to ever be parallel to the plane\n\
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return (-planeDistance - dot(planeNormal, origin)) / dot(planeNormal, direction);\n\
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}\n\
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\n\
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void main(void)\n\
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{\n\
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vec4 eyeCoordinate = gl_FragCoord;\n\
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eyeCoordinate /= eyeCoordinate.w;\n\
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\n\
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#ifdef PER_INSTANCE_COLOR\n\
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gl_FragColor = czm_gammaCorrect(v_color);\n\
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#else // PER_INSTANCE_COLOR\n\
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// Use distances for planes aligned with segment to prevent skew in dashing\n\
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float distanceFromStart = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, -v_forwardDirectionEC, v_forwardDirectionEC.xyz, v_alignedPlaneDistances.x);\n\
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float distanceFromEnd = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, v_forwardDirectionEC, -v_forwardDirectionEC.xyz, v_alignedPlaneDistances.y);\n\
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\n\
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// Clamp - distance to aligned planes may be negative due to mitering\n\
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distanceFromStart = max(0.0, distanceFromStart);\n\
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distanceFromEnd = max(0.0, distanceFromEnd);\n\
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\n\
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float s = distanceFromStart / (distanceFromStart + distanceFromEnd);\n\
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s = (s * v_texcoordNormalizationAndHalfWidth.x) + v_texcoordNormalizationAndHalfWidth.y;\n\
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\n\
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czm_materialInput materialInput;\n\
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\n\
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materialInput.s = s;\n\
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materialInput.st = vec2(s, v_texcoordT);\n\
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materialInput.str = vec3(s, v_texcoordT, 0.0);\n\
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\n\
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czm_material material = czm_getMaterial(materialInput);\n\
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gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
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#endif // PER_INSTANCE_COLOR\n\
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}\n\
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";
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