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40 lines
1.1 KiB
GLSL
40 lines
1.1 KiB
GLSL
uniform vec4 color;
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uniform vec4 gapColor;
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uniform float dashLength;
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uniform float dashPattern;
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varying float v_polylineAngle;
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const float maskLength = 16.0;
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mat2 rotate(float rad) {
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float c = cos(rad);
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float s = sin(rad);
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return mat2(
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c, s,
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-s, c
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);
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}
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czm_material czm_getMaterial(czm_materialInput materialInput)
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{
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czm_material material = czm_getDefaultMaterial(materialInput);
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vec2 pos = rotate(v_polylineAngle) * gl_FragCoord.xy;
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// Get the relative position within the dash from 0 to 1
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float dashPosition = fract(pos.x / (dashLength * czm_pixelRatio));
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// Figure out the mask index.
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float maskIndex = floor(dashPosition * maskLength);
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// Test the bit mask.
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float maskTest = floor(dashPattern / pow(2.0, maskIndex));
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vec4 fragColor = (mod(maskTest, 2.0) < 1.0) ? gapColor : color;
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if (fragColor.a < 0.005) { // matches 0/255 and 1/255
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discard;
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}
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fragColor = czm_gammaCorrect(fragColor);
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material.emission = fragColor.rgb;
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material.alpha = fragColor.a;
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return material;
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}
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