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180 lines
9.6 KiB
JavaScript
180 lines
9.6 KiB
JavaScript
//This file is automatically rebuilt by the Cesium build process.
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export default "attribute vec3 position3DHigh;\n\
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attribute vec3 position3DLow;\n\
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\n\
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attribute vec4 startHiAndForwardOffsetX;\n\
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attribute vec4 startLoAndForwardOffsetY;\n\
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attribute vec4 startNormalAndForwardOffsetZ;\n\
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attribute vec4 endNormalAndTextureCoordinateNormalizationX;\n\
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attribute vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
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attribute vec4 startHiLo2D;\n\
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attribute vec4 offsetAndRight2D;\n\
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attribute vec4 startEndNormals2D;\n\
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attribute vec2 texcoordNormalization2D;\n\
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\n\
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attribute float batchId;\n\
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\n\
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varying vec3 v_forwardDirectionEC;\n\
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varying vec3 v_texcoordNormalizationAndHalfWidth;\n\
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varying float v_batchId;\n\
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\n\
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// For materials\n\
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#ifdef WIDTH_VARYING\n\
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varying float v_width;\n\
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#endif\n\
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#ifdef ANGLE_VARYING\n\
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varying float v_polylineAngle;\n\
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#endif\n\
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\n\
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#ifdef PER_INSTANCE_COLOR\n\
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varying vec4 v_color;\n\
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#else\n\
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varying vec2 v_alignedPlaneDistances;\n\
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varying float v_texcoordT;\n\
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#endif\n\
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\n\
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// Morphing planes using SLERP or NLERP doesn't seem to work, so instead draw the material directly on the shadow volume.\n\
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// Morph views are from very far away and aren't meant to be used precisely, so this should be sufficient.\n\
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void main()\n\
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{\n\
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v_batchId = batchId;\n\
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\n\
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// Start position\n\
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vec4 posRelativeToEye2D = czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw));\n\
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vec4 posRelativeToEye3D = czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz);\n\
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vec4 posRelativeToEye = czm_columbusViewMorph(posRelativeToEye2D, posRelativeToEye3D, czm_morphTime);\n\
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vec3 posEc2D = (czm_modelViewRelativeToEye * posRelativeToEye2D).xyz;\n\
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vec3 posEc3D = (czm_modelViewRelativeToEye * posRelativeToEye3D).xyz;\n\
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vec3 startEC = (czm_modelViewRelativeToEye * posRelativeToEye).xyz;\n\
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\n\
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// Start plane\n\
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vec4 startPlane2D;\n\
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vec4 startPlane3D;\n\
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startPlane2D.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy);\n\
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startPlane3D.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz;\n\
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startPlane2D.w = -dot(startPlane2D.xyz, posEc2D);\n\
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startPlane3D.w = -dot(startPlane3D.xyz, posEc3D);\n\
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\n\
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// Right plane\n\
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vec4 rightPlane2D;\n\
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vec4 rightPlane3D;\n\
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rightPlane2D.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw);\n\
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rightPlane3D.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz;\n\
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rightPlane2D.w = -dot(rightPlane2D.xyz, posEc2D);\n\
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rightPlane3D.w = -dot(rightPlane3D.xyz, posEc3D);\n\
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\n\
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// End position\n\
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posRelativeToEye2D = posRelativeToEye2D + vec4(0.0, offsetAndRight2D.xy, 0.0);\n\
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posRelativeToEye3D = posRelativeToEye3D + vec4(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w, 0.0);\n\
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posRelativeToEye = czm_columbusViewMorph(posRelativeToEye2D, posRelativeToEye3D, czm_morphTime);\n\
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posEc2D = (czm_modelViewRelativeToEye * posRelativeToEye2D).xyz;\n\
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posEc3D = (czm_modelViewRelativeToEye * posRelativeToEye3D).xyz;\n\
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vec3 endEC = (czm_modelViewRelativeToEye * posRelativeToEye).xyz;\n\
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vec3 forwardEc3D = czm_normal * normalize(vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w));\n\
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vec3 forwardEc2D = czm_normal * normalize(vec3(0.0, offsetAndRight2D.xy));\n\
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\n\
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// End plane\n\
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vec4 endPlane2D;\n\
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vec4 endPlane3D;\n\
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endPlane2D.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw);\n\
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endPlane3D.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz;\n\
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endPlane2D.w = -dot(endPlane2D.xyz, posEc2D);\n\
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endPlane3D.w = -dot(endPlane3D.xyz, posEc3D);\n\
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\n\
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// Forward direction\n\
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v_forwardDirectionEC = normalize(endEC - startEC);\n\
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\n\
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vec2 cleanTexcoordNormalization2D;\n\
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cleanTexcoordNormalization2D.x = abs(texcoordNormalization2D.x);\n\
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cleanTexcoordNormalization2D.y = czm_branchFreeTernary(texcoordNormalization2D.y > 1.0, 0.0, abs(texcoordNormalization2D.y));\n\
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vec2 cleanTexcoordNormalization3D;\n\
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cleanTexcoordNormalization3D.x = abs(endNormalAndTextureCoordinateNormalizationX.w);\n\
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cleanTexcoordNormalization3D.y = rightNormalAndTextureCoordinateNormalizationY.w;\n\
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cleanTexcoordNormalization3D.y = czm_branchFreeTernary(cleanTexcoordNormalization3D.y > 1.0, 0.0, abs(cleanTexcoordNormalization3D.y));\n\
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\n\
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v_texcoordNormalizationAndHalfWidth.xy = mix(cleanTexcoordNormalization2D, cleanTexcoordNormalization3D, czm_morphTime);\n\
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\n\
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#ifdef PER_INSTANCE_COLOR\n\
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v_color = czm_batchTable_color(batchId);\n\
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#else // PER_INSTANCE_COLOR\n\
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// For computing texture coordinates\n\
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\n\
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v_alignedPlaneDistances.x = -dot(v_forwardDirectionEC, startEC);\n\
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v_alignedPlaneDistances.y = -dot(-v_forwardDirectionEC, endEC);\n\
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#endif // PER_INSTANCE_COLOR\n\
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\n\
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#ifdef WIDTH_VARYING\n\
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float width = czm_batchTable_width(batchId);\n\
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float halfWidth = width * 0.5;\n\
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v_width = width;\n\
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v_texcoordNormalizationAndHalfWidth.z = halfWidth;\n\
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#else\n\
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float halfWidth = 0.5 * czm_batchTable_width(batchId);\n\
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v_texcoordNormalizationAndHalfWidth.z = halfWidth;\n\
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#endif\n\
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\n\
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// Compute a normal along which to \"push\" the position out, extending the miter depending on view distance.\n\
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// Position has already been \"pushed\" by unit length along miter normal, and miter normals are encoded in the planes.\n\
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// Decode the normal to use at this specific vertex, push the position back, and then push to where it needs to be.\n\
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// Since this is morphing, compute both 3D and 2D positions and then blend.\n\
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\n\
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// ****** 3D ******\n\
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// Check distance to the end plane and start plane, pick the plane that is closer\n\
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vec4 positionEc3D = czm_modelViewRelativeToEye * czm_translateRelativeToEye(position3DHigh, position3DLow); // w = 1.0, see czm_computePosition\n\
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float absStartPlaneDistance = abs(czm_planeDistance(startPlane3D, positionEc3D.xyz));\n\
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float absEndPlaneDistance = abs(czm_planeDistance(endPlane3D, positionEc3D.xyz));\n\
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vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlane3D.xyz, endPlane3D.xyz);\n\
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vec3 upOrDown = normalize(cross(rightPlane3D.xyz, planeDirection)); // Points \"up\" for start plane, \"down\" at end plane.\n\
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vec3 normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too.\n\
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\n\
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// Nudge the top vertex upwards to prevent flickering\n\
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vec3 geodeticSurfaceNormal = normalize(cross(normalEC, forwardEc3D));\n\
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geodeticSurfaceNormal *= float(0.0 <= rightNormalAndTextureCoordinateNormalizationY.w && rightNormalAndTextureCoordinateNormalizationY.w <= 1.0);\n\
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geodeticSurfaceNormal *= MAX_TERRAIN_HEIGHT;\n\
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positionEc3D.xyz += geodeticSurfaceNormal;\n\
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\n\
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// Determine if this vertex is on the \"left\" or \"right\"\n\
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normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w);\n\
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\n\
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// A \"perfect\" implementation would push along normals according to the angle against forward.\n\
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// In practice, just pushing the normal out by halfWidth is sufficient for morph views.\n\
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positionEc3D.xyz += halfWidth * max(0.0, czm_metersPerPixel(positionEc3D)) * normalEC; // prevent artifacts when czm_metersPerPixel is negative (behind camera)\n\
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\n\
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// ****** 2D ******\n\
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// Check distance to the end plane and start plane, pick the plane that is closer\n\
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vec4 positionEc2D = czm_modelViewRelativeToEye * czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy); // w = 1.0, see czm_computePosition\n\
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absStartPlaneDistance = abs(czm_planeDistance(startPlane2D, positionEc2D.xyz));\n\
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absEndPlaneDistance = abs(czm_planeDistance(endPlane2D, positionEc2D.xyz));\n\
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planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlane2D.xyz, endPlane2D.xyz);\n\
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upOrDown = normalize(cross(rightPlane2D.xyz, planeDirection)); // Points \"up\" for start plane, \"down\" at end plane.\n\
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normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too.\n\
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\n\
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// Nudge the top vertex upwards to prevent flickering\n\
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geodeticSurfaceNormal = normalize(cross(normalEC, forwardEc2D));\n\
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geodeticSurfaceNormal *= float(0.0 <= texcoordNormalization2D.y && texcoordNormalization2D.y <= 1.0);\n\
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geodeticSurfaceNormal *= MAX_TERRAIN_HEIGHT;\n\
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positionEc2D.xyz += geodeticSurfaceNormal;\n\
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\n\
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// Determine if this vertex is on the \"left\" or \"right\"\n\
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normalEC *= sign(texcoordNormalization2D.x);\n\
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#ifndef PER_INSTANCE_COLOR\n\
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// Use vertex's sidedness to compute its texture coordinate.\n\
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v_texcoordT = clamp(sign(texcoordNormalization2D.x), 0.0, 1.0);\n\
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#endif\n\
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\n\
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// A \"perfect\" implementation would push along normals according to the angle against forward.\n\
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// In practice, just pushing the normal out by halfWidth is sufficient for morph views.\n\
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positionEc2D.xyz += halfWidth * max(0.0, czm_metersPerPixel(positionEc2D)) * normalEC; // prevent artifacts when czm_metersPerPixel is negative (behind camera)\n\
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\n\
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// Blend for actual position\n\
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gl_Position = czm_projection * mix(positionEc2D, positionEc3D, czm_morphTime);\n\
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\n\
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#ifdef ANGLE_VARYING\n\
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// Approximate relative screen space direction of the line.\n\
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vec2 approxLineDirection = normalize(vec2(v_forwardDirectionEC.x, -v_forwardDirectionEC.y));\n\
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approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y);\n\
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v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y);\n\
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#endif\n\
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}\n\
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";
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