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63 lines
2.3 KiB
JavaScript
63 lines
2.3 KiB
JavaScript
//This file is automatically rebuilt by the Cesium build process.
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export default "#ifdef GL_OES_standard_derivatives\n\
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#extension GL_OES_standard_derivatives : enable\n\
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#endif\n\
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\n\
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uniform vec4 color;\n\
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uniform float cellAlpha;\n\
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uniform vec2 lineCount;\n\
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uniform vec2 lineThickness;\n\
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uniform vec2 lineOffset;\n\
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\n\
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czm_material czm_getMaterial(czm_materialInput materialInput)\n\
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{\n\
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czm_material material = czm_getDefaultMaterial(materialInput);\n\
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\n\
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vec2 st = materialInput.st;\n\
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\n\
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float scaledWidth = fract(lineCount.s * st.s - lineOffset.s);\n\
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scaledWidth = abs(scaledWidth - floor(scaledWidth + 0.5));\n\
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float scaledHeight = fract(lineCount.t * st.t - lineOffset.t);\n\
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scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));\n\
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\n\
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float value;\n\
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#ifdef GL_OES_standard_derivatives\n\
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// Fuzz Factor - Controls blurriness of lines\n\
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const float fuzz = 1.2;\n\
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vec2 thickness = (lineThickness * czm_pixelRatio) - 1.0;\n\
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\n\
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// From \"3D Engine Design for Virtual Globes\" by Cozzi and Ring, Listing 4.13.\n\
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vec2 dx = abs(dFdx(st));\n\
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vec2 dy = abs(dFdy(st));\n\
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vec2 dF = vec2(max(dx.s, dy.s), max(dx.t, dy.t)) * lineCount;\n\
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value = min(\n\
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smoothstep(dF.s * thickness.s, dF.s * (fuzz + thickness.s), scaledWidth),\n\
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smoothstep(dF.t * thickness.t, dF.t * (fuzz + thickness.t), scaledHeight));\n\
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#else\n\
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// Fuzz Factor - Controls blurriness of lines\n\
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const float fuzz = 0.05;\n\
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\n\
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vec2 range = 0.5 - (lineThickness * 0.05);\n\
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value = min(\n\
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1.0 - smoothstep(range.s, range.s + fuzz, scaledWidth),\n\
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1.0 - smoothstep(range.t, range.t + fuzz, scaledHeight));\n\
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#endif\n\
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\n\
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// Edges taken from RimLightingMaterial.glsl\n\
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// See http://www.fundza.com/rman_shaders/surface/fake_rim/fake_rim1.html\n\
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float dRim = 1.0 - abs(dot(materialInput.normalEC, normalize(materialInput.positionToEyeEC)));\n\
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float sRim = smoothstep(0.8, 1.0, dRim);\n\
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value *= (1.0 - sRim);\n\
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\n\
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vec4 halfColor;\n\
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halfColor.rgb = color.rgb * 0.5;\n\
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halfColor.a = color.a * (1.0 - ((1.0 - cellAlpha) * value));\n\
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halfColor = czm_gammaCorrect(halfColor);\n\
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material.diffuse = halfColor.rgb;\n\
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material.emission = halfColor.rgb;\n\
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material.alpha = halfColor.a;\n\
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\n\
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return material;\n\
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}\n\
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";
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