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GLSL

#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
uniform sampler2D u_atlas;
#ifdef VECTOR_TILE
uniform vec4 u_highlightColor;
#endif
varying vec2 v_textureCoordinates;
varying vec4 v_pickColor;
varying vec4 v_color;
#ifdef SDF
varying vec4 v_outlineColor;
varying float v_outlineWidth;
#endif
#ifdef FRAGMENT_DEPTH_CHECK
varying vec4 v_textureCoordinateBounds; // the min and max x and y values for the texture coordinates
varying vec4 v_originTextureCoordinateAndTranslate; // texture coordinate at the origin, billboard translate (used for label glyphs)
varying vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
varying mat2 v_rotationMatrix;
const float SHIFT_LEFT12 = 4096.0;
const float SHIFT_LEFT1 = 2.0;
const float SHIFT_RIGHT12 = 1.0 / 4096.0;
const float SHIFT_RIGHT1 = 1.0 / 2.0;
float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, vec2 dimensions, vec2 imageSize)
{
vec2 lookupVector = imageSize * (depthLookupST - adjustedST);
lookupVector = v_rotationMatrix * lookupVector;
vec2 labelOffset = (dimensions - imageSize) * (depthLookupST - vec2(0.0, v_originTextureCoordinateAndTranslate.y)); // aligns label glyph with bounding rectangle. Will be zero for billboards because dimensions and imageSize will be equal
vec2 translation = v_originTextureCoordinateAndTranslate.zw;
if (applyTranslate)
{
// this is only needed for labels where the horizontal origin is not LEFT
// it moves the label back to where the "origin" should be since all label glyphs are set to HorizontalOrigin.LEFT
translation += (dimensions * v_originTextureCoordinateAndTranslate.xy * vec2(1.0, 0.0));
}
vec2 st = ((lookupVector - translation + labelOffset) + gl_FragCoord.xy) / czm_viewport.zw;
float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, st));
if (logDepthOrDepth == 0.0)
{
return 0.0; // not on the globe
}
vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
return eyeCoordinate.z / eyeCoordinate.w;
}
#endif
#ifdef SDF
// Get the distance from the edge of a glyph at a given position sampling an SDF texture.
float getDistance(vec2 position)
{
return texture2D(u_atlas, position).r;
}
// Samples the sdf texture at the given position and produces a color based on the fill color and the outline.
vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smoothing)
{
float distance = getDistance(position);
if (outlineWidth > 0.0)
{
// Don't get the outline edge exceed the SDF_EDGE
float outlineEdge = clamp(SDF_EDGE - outlineWidth, 0.0, SDF_EDGE);
float outlineFactor = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
vec4 sdfColor = mix(outlineColor, v_color, outlineFactor);
float alpha = smoothstep(outlineEdge - smoothing, outlineEdge + smoothing, distance);
return vec4(sdfColor.rgb, sdfColor.a * alpha);
}
else
{
float alpha = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
return vec4(v_color.rgb, v_color.a * alpha);
}
}
#endif
void main()
{
vec4 color = texture2D(u_atlas, v_textureCoordinates);
#ifdef SDF
float outlineWidth = v_outlineWidth;
vec4 outlineColor = v_outlineColor;
// Get the current distance
float distance = getDistance(v_textureCoordinates);
#ifdef GL_OES_standard_derivatives
float smoothing = fwidth(distance);
// Get an offset that is approximately half the distance to the neighbor pixels
// 0.354 is approximately half of 1/sqrt(2)
vec2 sampleOffset = 0.354 * vec2(dFdx(v_textureCoordinates) + dFdy(v_textureCoordinates));
// Sample the center point
vec4 center = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
// Sample the 4 neighbors
vec4 color1 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
vec4 color2 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
vec4 color3 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
vec4 color4 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
// Equally weight the center sample and the 4 neighboring samples
color = (center + color1 + color2 + color3 + color4)/5.0;
#else
// Just do a single sample
float smoothing = 1.0/32.0;
color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
#endif
color = czm_gammaCorrect(color);
#else
color = czm_gammaCorrect(color);
color *= czm_gammaCorrect(v_color);
#endif
// Fully transparent parts of the billboard are not pickable.
#if !defined(OPAQUE) && !defined(TRANSLUCENT)
if (color.a < 0.005) // matches 0/255 and 1/255
{
discard;
}
#else
// The billboard is rendered twice. The opaque pass discards translucent fragments
// and the translucent pass discards opaque fragments.
#ifdef OPAQUE
if (color.a < 0.995) // matches < 254/255
{
discard;
}
#else
if (color.a >= 0.995) // matches 254/255 and 255/255
{
discard;
}
#endif
#endif
#ifdef VECTOR_TILE
color *= u_highlightColor;
#endif
gl_FragColor = color;
#ifdef LOG_DEPTH
czm_writeLogDepth();
#endif
#ifdef FRAGMENT_DEPTH_CHECK
float temp = v_compressed.y;
temp = temp * SHIFT_RIGHT1;
float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;
bool enableDepthTest = temp2 != 0.0;
bool applyTranslate = floor(temp) != 0.0;
if (enableDepthTest) {
temp = v_compressed.z;
temp = temp * SHIFT_RIGHT12;
vec2 dimensions;
dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;
dimensions.x = floor(temp);
temp = v_compressed.w;
temp = temp * SHIFT_RIGHT12;
vec2 imageSize;
imageSize.y = (temp - floor(temp)) * SHIFT_LEFT12;
imageSize.x = floor(temp);
vec2 adjustedST = v_textureCoordinates - v_textureCoordinateBounds.xy;
adjustedST = adjustedST / vec2(v_textureCoordinateBounds.z - v_textureCoordinateBounds.x, v_textureCoordinateBounds.w - v_textureCoordinateBounds.y);
float epsilonEyeDepth = v_compressed.x + czm_epsilon1;
float globeDepth1 = getGlobeDepth(adjustedST, v_originTextureCoordinateAndTranslate.xy, applyTranslate, dimensions, imageSize);
// negative values go into the screen
if (globeDepth1 != 0.0 && globeDepth1 > epsilonEyeDepth)
{
float globeDepth2 = getGlobeDepth(adjustedST, vec2(0.0, 1.0), applyTranslate, dimensions, imageSize); // top left corner
if (globeDepth2 != 0.0 && globeDepth2 > epsilonEyeDepth)
{
float globeDepth3 = getGlobeDepth(adjustedST, vec2(1.0, 1.0), applyTranslate, dimensions, imageSize); // top right corner
if (globeDepth3 != 0.0 && globeDepth3 > epsilonEyeDepth)
{
discard;
}
}
}
}
#endif
}