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181 lines
6.0 KiB
GLSL
181 lines
6.0 KiB
GLSL
uniform float u_maxTotalPointSize;
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attribute vec4 positionHighAndSize;
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attribute vec4 positionLowAndOutline;
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attribute vec4 compressedAttribute0; // color, outlineColor, pick color
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attribute vec4 compressedAttribute1; // show, translucency by distance, some free space
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attribute vec4 scaleByDistance; // near, nearScale, far, farScale
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attribute vec3 distanceDisplayConditionAndDisableDepth; // near, far, disableDepthTestDistance
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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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const float SHIFT_LEFT8 = 256.0;
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const float SHIFT_RIGHT8 = 1.0 / 256.0;
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void main()
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{
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// Modifying this shader may also require modifications to PointPrimitive._computeScreenSpacePosition
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// unpack attributes
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vec3 positionHigh = positionHighAndSize.xyz;
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vec3 positionLow = positionLowAndOutline.xyz;
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float outlineWidthBothSides = 2.0 * positionLowAndOutline.w;
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float totalSize = positionHighAndSize.w + outlineWidthBothSides;
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float outlinePercent = outlineWidthBothSides / totalSize;
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// Scale in response to browser-zoom.
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totalSize *= czm_pixelRatio;
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// Add padding for anti-aliasing on both sides.
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totalSize += 3.0;
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float temp = compressedAttribute1.x * SHIFT_RIGHT8;
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float show = floor(temp);
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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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///////////////////////////////////////////////////////////////////////////
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vec4 color;
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vec4 outlineColor;
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vec4 pickColor;
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// compressedAttribute0.z => pickColor.rgb
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temp = compressedAttribute0.z * 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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// compressedAttribute0.x => color.rgb
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temp = compressedAttribute0.x * 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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// compressedAttribute0.y => outlineColor.rgb
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temp = compressedAttribute0.y * 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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// compressedAttribute0.w => color.a, outlineColor.a, pickColor.a
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temp = compressedAttribute0.w * SHIFT_RIGHT8;
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pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;
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pickColor = pickColor / 255.0;
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temp = floor(temp) * SHIFT_RIGHT8;
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outlineColor.a = (temp - floor(temp)) * SHIFT_LEFT8;
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outlineColor /= 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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///////////////////////////////////////////////////////////////////////////
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#if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || 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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totalSize *= czm_nearFarScalar(scaleByDistance, lengthSq);
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#endif
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// Clamp to max point size.
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totalSize = min(totalSize, u_maxTotalPointSize);
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// If size is too small, push vertex behind near plane for clipping.
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// Note that context.minimumAliasedPointSize "will be at most 1.0".
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if (totalSize < 1.0)
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{
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positionEC.xyz = vec3(0.0);
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totalSize = 1.0;
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}
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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 < 0.004)
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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 DISTANCE_DISPLAY_CONDITION
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float nearSq = distanceDisplayConditionAndDisableDepth.x;
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float farSq = distanceDisplayConditionAndDisableDepth.y;
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if (lengthSq < nearSq || lengthSq > farSq) {
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// push vertex behind camera to force it to be clipped
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positionEC.xyz = vec3(0.0, 0.0, 1.0);
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}
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#endif
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gl_Position = czm_projection * positionEC;
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czm_vertexLogDepth();
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#ifdef DISABLE_DEPTH_DISTANCE
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float disableDepthTestDistance = distanceDisplayConditionAndDisableDepth.z;
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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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czm_vertexLogDepth(vec4(czm_currentFrustum.x));
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#endif
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}
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}
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#endif
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v_color = color;
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v_color.a *= translucency * show;
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v_outlineColor = outlineColor;
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v_outlineColor.a *= translucency * show;
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v_innerPercent = 1.0 - outlinePercent;
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v_pixelDistance = 2.0 / totalSize;
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gl_PointSize = totalSize * show;
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gl_Position *= show;
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v_pickColor = pickColor;
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}
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