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44 lines
1.3 KiB
GLSL
44 lines
1.3 KiB
GLSL
varying vec4 v_color;
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varying vec4 v_outlineColor;
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varying float v_innerPercent;
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varying float v_pixelDistance;
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varying vec4 v_pickColor;
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void main()
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{
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// The distance in UV space from this fragment to the center of the point, at most 0.5.
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float distanceToCenter = length(gl_PointCoord - vec2(0.5));
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// The max distance stops one pixel shy of the edge to leave space for anti-aliasing.
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float maxDistance = max(0.0, 0.5 - v_pixelDistance);
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float wholeAlpha = 1.0 - smoothstep(maxDistance, 0.5, distanceToCenter);
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float innerAlpha = 1.0 - smoothstep(maxDistance * v_innerPercent, 0.5 * v_innerPercent, distanceToCenter);
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vec4 color = mix(v_outlineColor, v_color, innerAlpha);
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color.a *= wholeAlpha;
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// Fully transparent parts of the billboard are not pickable.
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#if !defined(OPAQUE) && !defined(TRANSLUCENT)
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if (color.a < 0.005) // matches 0/255 and 1/255
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{
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discard;
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}
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#else
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// The billboard is rendered twice. The opaque pass discards translucent fragments
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// and the translucent pass discards opaque fragments.
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#ifdef OPAQUE
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if (color.a < 0.995) // matches < 254/255
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{
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discard;
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}
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#else
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if (color.a >= 0.995) // matches 254/255 and 255/255
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{
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discard;
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}
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#endif
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#endif
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gl_FragColor = czm_gammaCorrect(color);
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czm_writeLogDepth();
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}
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