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435 lines
14 KiB
GLSL
435 lines
14 KiB
GLSL
#ifdef INSTANCED
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attribute vec2 direction;
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#endif
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attribute vec4 positionHighAndScale;
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attribute vec4 positionLowAndRotation;
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attribute vec4 compressedAttribute0; // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)
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attribute vec4 compressedAttribute1; // aligned axis, translucency by distance, image width
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attribute vec4 compressedAttribute2; // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free
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attribute vec4 eyeOffset; // eye offset in meters, 4 bytes free (texture range)
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attribute vec4 scaleByDistance; // near, nearScale, far, farScale
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attribute vec4 pixelOffsetScaleByDistance; // near, nearScale, far, farScale
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attribute vec4 compressedAttribute3; // distance display condition near, far, disableDepthTestDistance, dimensions
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attribute vec2 sdf; // sdf outline color (rgb) and width (w)
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#if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)
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attribute vec4 textureCoordinateBoundsOrLabelTranslate; // the min and max x and y values for the texture coordinates
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#endif
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#ifdef VECTOR_TILE
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attribute float a_batchId;
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#endif
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varying vec2 v_textureCoordinates;
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#ifdef FRAGMENT_DEPTH_CHECK
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varying vec4 v_textureCoordinateBounds;
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varying vec4 v_originTextureCoordinateAndTranslate;
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varying vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
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varying mat2 v_rotationMatrix;
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#endif
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varying vec4 v_pickColor;
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varying vec4 v_color;
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#ifdef SDF
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varying vec4 v_outlineColor;
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varying float v_outlineWidth;
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#endif
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const float UPPER_BOUND = 32768.0;
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const float SHIFT_LEFT16 = 65536.0;
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const float SHIFT_LEFT12 = 4096.0;
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const float SHIFT_LEFT8 = 256.0;
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const float SHIFT_LEFT7 = 128.0;
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const float SHIFT_LEFT5 = 32.0;
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const float SHIFT_LEFT3 = 8.0;
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const float SHIFT_LEFT2 = 4.0;
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const float SHIFT_LEFT1 = 2.0;
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const float SHIFT_RIGHT12 = 1.0 / 4096.0;
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const float SHIFT_RIGHT8 = 1.0 / 256.0;
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const float SHIFT_RIGHT7 = 1.0 / 128.0;
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const float SHIFT_RIGHT5 = 1.0 / 32.0;
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const float SHIFT_RIGHT3 = 1.0 / 8.0;
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const float SHIFT_RIGHT2 = 1.0 / 4.0;
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const float SHIFT_RIGHT1 = 1.0 / 2.0;
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vec4 addScreenSpaceOffset(vec4 positionEC, vec2 imageSize, float scale, vec2 direction, vec2 origin, vec2 translate, vec2 pixelOffset, vec3 alignedAxis, bool validAlignedAxis, float rotation, bool sizeInMeters, out mat2 rotationMatrix, out float mpp)
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{
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// Note the halfSize cannot be computed in JavaScript because it is sent via
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// compressed vertex attributes that coerce it to an integer.
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vec2 halfSize = imageSize * scale * 0.5;
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halfSize *= ((direction * 2.0) - 1.0);
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vec2 originTranslate = origin * abs(halfSize);
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#if defined(ROTATION) || defined(ALIGNED_AXIS)
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if (validAlignedAxis || rotation != 0.0)
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{
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float angle = rotation;
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if (validAlignedAxis)
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{
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vec4 projectedAlignedAxis = czm_modelViewProjection * vec4(alignedAxis, 0.0);
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angle += sign(-projectedAlignedAxis.x) * acos(sign(projectedAlignedAxis.y) * (projectedAlignedAxis.y * projectedAlignedAxis.y) /
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(projectedAlignedAxis.x * projectedAlignedAxis.x + projectedAlignedAxis.y * projectedAlignedAxis.y));
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}
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float cosTheta = cos(angle);
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float sinTheta = sin(angle);
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rotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta);
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halfSize = rotationMatrix * halfSize;
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}
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else
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{
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rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);
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}
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#endif
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mpp = czm_metersPerPixel(positionEC);
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positionEC.xy += (originTranslate + halfSize) * czm_branchFreeTernary(sizeInMeters, 1.0, mpp);
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positionEC.xy += (translate + pixelOffset) * mpp;
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return positionEC;
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}
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#ifdef VERTEX_DEPTH_CHECK
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float getGlobeDepth(vec4 positionEC)
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{
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vec4 posWC = czm_eyeToWindowCoordinates(positionEC);
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float globeDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));
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if (globeDepth == 0.0)
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{
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return 0.0; // not on the globe
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}
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vec4 eyeCoordinate = czm_windowToEyeCoordinates(posWC.xy, globeDepth);
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return eyeCoordinate.z / eyeCoordinate.w;
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}
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#endif
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void main()
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{
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// Modifying this shader may also require modifications to Billboard._computeScreenSpacePosition
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// unpack attributes
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vec3 positionHigh = positionHighAndScale.xyz;
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vec3 positionLow = positionLowAndRotation.xyz;
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float scale = positionHighAndScale.w;
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#if defined(ROTATION) || defined(ALIGNED_AXIS)
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float rotation = positionLowAndRotation.w;
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#else
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float rotation = 0.0;
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#endif
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float compressed = compressedAttribute0.x;
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vec2 pixelOffset;
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pixelOffset.x = floor(compressed * SHIFT_RIGHT7);
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compressed -= pixelOffset.x * SHIFT_LEFT7;
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pixelOffset.x -= UPPER_BOUND;
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vec2 origin;
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origin.x = floor(compressed * SHIFT_RIGHT5);
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compressed -= origin.x * SHIFT_LEFT5;
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origin.y = floor(compressed * SHIFT_RIGHT3);
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compressed -= origin.y * SHIFT_LEFT3;
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#ifdef FRAGMENT_DEPTH_CHECK
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vec2 depthOrigin = origin.xy;
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#endif
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origin -= vec2(1.0);
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float show = floor(compressed * SHIFT_RIGHT2);
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compressed -= show * SHIFT_LEFT2;
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#ifdef INSTANCED
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vec2 textureCoordinatesBottomLeft = czm_decompressTextureCoordinates(compressedAttribute0.w);
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vec2 textureCoordinatesRange = czm_decompressTextureCoordinates(eyeOffset.w);
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vec2 textureCoordinates = textureCoordinatesBottomLeft + direction * textureCoordinatesRange;
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#else
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vec2 direction;
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direction.x = floor(compressed * SHIFT_RIGHT1);
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direction.y = compressed - direction.x * SHIFT_LEFT1;
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vec2 textureCoordinates = czm_decompressTextureCoordinates(compressedAttribute0.w);
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#endif
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float temp = compressedAttribute0.y * SHIFT_RIGHT8;
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pixelOffset.y = -(floor(temp) - UPPER_BOUND);
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vec2 translate;
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translate.y = (temp - floor(temp)) * SHIFT_LEFT16;
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temp = compressedAttribute0.z * SHIFT_RIGHT8;
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translate.x = floor(temp) - UPPER_BOUND;
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translate.y += (temp - floor(temp)) * SHIFT_LEFT8;
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translate.y -= UPPER_BOUND;
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temp = compressedAttribute1.x * SHIFT_RIGHT8;
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float temp2 = floor(compressedAttribute2.w * SHIFT_RIGHT2);
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vec2 imageSize = vec2(floor(temp), temp2);
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#ifdef FRAGMENT_DEPTH_CHECK
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float labelHorizontalOrigin = floor(compressedAttribute2.w - (temp2 * SHIFT_LEFT2));
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float applyTranslate = 0.0;
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if (labelHorizontalOrigin != 0.0) // is a billboard, so set apply translate to false
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{
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applyTranslate = 1.0;
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labelHorizontalOrigin -= 2.0;
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depthOrigin.x = labelHorizontalOrigin + 1.0;
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}
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depthOrigin = vec2(1.0) - (depthOrigin * 0.5);
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#endif
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#ifdef EYE_DISTANCE_TRANSLUCENCY
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vec4 translucencyByDistance;
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translucencyByDistance.x = compressedAttribute1.z;
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translucencyByDistance.z = compressedAttribute1.w;
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translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
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temp = compressedAttribute1.y * SHIFT_RIGHT8;
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translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
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#endif
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#if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)
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temp = compressedAttribute3.w;
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temp = temp * SHIFT_RIGHT12;
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vec2 dimensions;
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dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;
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dimensions.x = floor(temp);
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#endif
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#ifdef ALIGNED_AXIS
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vec3 alignedAxis = czm_octDecode(floor(compressedAttribute1.y * SHIFT_RIGHT8));
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temp = compressedAttribute2.z * SHIFT_RIGHT5;
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bool validAlignedAxis = (temp - floor(temp)) * SHIFT_LEFT1 > 0.0;
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#else
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vec3 alignedAxis = vec3(0.0);
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bool validAlignedAxis = false;
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#endif
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vec4 pickColor;
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vec4 color;
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temp = compressedAttribute2.y;
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temp = temp * SHIFT_RIGHT8;
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pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8;
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temp = floor(temp) * SHIFT_RIGHT8;
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pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8;
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pickColor.r = floor(temp);
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temp = compressedAttribute2.x;
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temp = temp * SHIFT_RIGHT8;
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color.b = (temp - floor(temp)) * SHIFT_LEFT8;
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temp = floor(temp) * SHIFT_RIGHT8;
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color.g = (temp - floor(temp)) * SHIFT_LEFT8;
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color.r = floor(temp);
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temp = compressedAttribute2.z * SHIFT_RIGHT8;
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bool sizeInMeters = floor((temp - floor(temp)) * SHIFT_LEFT7) > 0.0;
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temp = floor(temp) * SHIFT_RIGHT8;
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pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;
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pickColor /= 255.0;
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color.a = floor(temp);
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color /= 255.0;
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///////////////////////////////////////////////////////////////////////////
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vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
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vec4 positionEC = czm_modelViewRelativeToEye * p;
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#if defined(FRAGMENT_DEPTH_CHECK) || defined(VERTEX_DEPTH_CHECK)
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float eyeDepth = positionEC.z;
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#endif
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positionEC = czm_eyeOffset(positionEC, eyeOffset.xyz);
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positionEC.xyz *= show;
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///////////////////////////////////////////////////////////////////////////
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#if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(EYE_DISTANCE_PIXEL_OFFSET) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE)
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float lengthSq;
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if (czm_sceneMode == czm_sceneMode2D)
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{
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// 2D camera distance is a special case
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// treat all billboards as flattened to the z=0.0 plane
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lengthSq = czm_eyeHeight2D.y;
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}
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else
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{
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lengthSq = dot(positionEC.xyz, positionEC.xyz);
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}
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#endif
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#ifdef EYE_DISTANCE_SCALING
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float distanceScale = czm_nearFarScalar(scaleByDistance, lengthSq);
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scale *= distanceScale;
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translate *= distanceScale;
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// push vertex behind near plane for clipping
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if (scale == 0.0)
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{
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positionEC.xyz = vec3(0.0);
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}
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#endif
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float translucency = 1.0;
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#ifdef EYE_DISTANCE_TRANSLUCENCY
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translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);
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// push vertex behind near plane for clipping
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if (translucency == 0.0)
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{
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positionEC.xyz = vec3(0.0);
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}
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#endif
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#ifdef EYE_DISTANCE_PIXEL_OFFSET
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float pixelOffsetScale = czm_nearFarScalar(pixelOffsetScaleByDistance, lengthSq);
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pixelOffset *= pixelOffsetScale;
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#endif
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#ifdef DISTANCE_DISPLAY_CONDITION
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float nearSq = compressedAttribute3.x;
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float farSq = compressedAttribute3.y;
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if (lengthSq < nearSq || lengthSq > farSq)
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{
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positionEC.xyz = vec3(0.0);
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}
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#endif
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mat2 rotationMatrix;
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float mpp;
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#ifdef DISABLE_DEPTH_DISTANCE
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float disableDepthTestDistance = compressedAttribute3.z;
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#endif
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#ifdef VERTEX_DEPTH_CHECK
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if (lengthSq < disableDepthTestDistance) {
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float depthsilon = 10.0;
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vec2 labelTranslate = textureCoordinateBoundsOrLabelTranslate.xy;
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vec4 pEC1 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
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float globeDepth1 = getGlobeDepth(pEC1);
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if (globeDepth1 != 0.0 && pEC1.z + depthsilon < globeDepth1)
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{
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vec4 pEC2 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0, 1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
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float globeDepth2 = getGlobeDepth(pEC2);
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if (globeDepth2 != 0.0 && pEC2.z + depthsilon < globeDepth2)
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{
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vec4 pEC3 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
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float globeDepth3 = getGlobeDepth(pEC3);
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if (globeDepth3 != 0.0 && pEC3.z + depthsilon < globeDepth3)
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{
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positionEC.xyz = vec3(0.0);
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}
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}
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}
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}
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#endif
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positionEC = addScreenSpaceOffset(positionEC, imageSize, scale, direction, origin, translate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
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gl_Position = czm_projection * positionEC;
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v_textureCoordinates = textureCoordinates;
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#ifdef LOG_DEPTH
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czm_vertexLogDepth();
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#endif
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#ifdef DISABLE_DEPTH_DISTANCE
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if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0)
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{
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disableDepthTestDistance = czm_minimumDisableDepthTestDistance;
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}
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if (disableDepthTestDistance != 0.0)
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{
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// Don't try to "multiply both sides" by w. Greater/less-than comparisons won't work for negative values of w.
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float zclip = gl_Position.z / gl_Position.w;
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bool clipped = (zclip < -1.0 || zclip > 1.0);
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if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance)))
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{
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// Position z on the near plane.
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gl_Position.z = -gl_Position.w;
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#ifdef LOG_DEPTH
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v_depthFromNearPlusOne = 1.0;
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#endif
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}
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}
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#endif
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#ifdef FRAGMENT_DEPTH_CHECK
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if (sizeInMeters) {
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translate /= mpp;
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dimensions /= mpp;
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imageSize /= mpp;
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}
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#if defined(ROTATION) || defined(ALIGNED_AXIS)
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v_rotationMatrix = rotationMatrix;
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#else
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v_rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);
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#endif
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float enableDepthCheck = 0.0;
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if (lengthSq < disableDepthTestDistance)
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{
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enableDepthCheck = 1.0;
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}
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float dw = floor(clamp(dimensions.x, 0.0, SHIFT_LEFT12));
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float dh = floor(clamp(dimensions.y, 0.0, SHIFT_LEFT12));
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float iw = floor(clamp(imageSize.x, 0.0, SHIFT_LEFT12));
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float ih = floor(clamp(imageSize.y, 0.0, SHIFT_LEFT12));
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v_compressed.x = eyeDepth;
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v_compressed.y = applyTranslate * SHIFT_LEFT1 + enableDepthCheck;
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v_compressed.z = dw * SHIFT_LEFT12 + dh;
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v_compressed.w = iw * SHIFT_LEFT12 + ih;
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v_originTextureCoordinateAndTranslate.xy = depthOrigin;
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v_originTextureCoordinateAndTranslate.zw = translate;
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v_textureCoordinateBounds = textureCoordinateBoundsOrLabelTranslate;
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#endif
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#ifdef SDF
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vec4 outlineColor;
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float outlineWidth;
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temp = sdf.x;
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temp = temp * SHIFT_RIGHT8;
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outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8;
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temp = floor(temp) * SHIFT_RIGHT8;
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outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8;
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outlineColor.r = floor(temp);
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temp = sdf.y;
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temp = temp * SHIFT_RIGHT8;
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float temp3 = (temp - floor(temp)) * SHIFT_LEFT8;
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temp = floor(temp) * SHIFT_RIGHT8;
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outlineWidth = (temp - floor(temp)) * SHIFT_LEFT8;
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outlineColor.a = floor(temp);
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outlineColor /= 255.0;
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v_outlineWidth = outlineWidth / 255.0;
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v_outlineColor = outlineColor;
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v_outlineColor.a *= translucency;
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#endif
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v_pickColor = pickColor;
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v_color = color;
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v_color.a *= translucency;
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}
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