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102 lines
4.8 KiB
GLSL
102 lines
4.8 KiB
GLSL
attribute vec3 position3DHigh;
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attribute vec3 position3DLow;
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attribute float batchId;
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#ifdef EXTRUDED_GEOMETRY
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attribute vec3 extrudeDirection;
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uniform float u_globeMinimumAltitude;
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#endif // EXTRUDED_GEOMETRY
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#ifdef PER_INSTANCE_COLOR
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varying vec4 v_color;
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#endif // PER_INSTANCE_COLOR
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#ifdef TEXTURE_COORDINATES
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#ifdef SPHERICAL
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varying vec4 v_sphericalExtents;
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#else // SPHERICAL
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varying vec2 v_inversePlaneExtents;
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varying vec4 v_westPlane;
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varying vec4 v_southPlane;
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#endif // SPHERICAL
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varying vec3 v_uvMinAndSphericalLongitudeRotation;
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varying vec3 v_uMaxAndInverseDistance;
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varying vec3 v_vMaxAndInverseDistance;
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#endif // TEXTURE_COORDINATES
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void main()
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{
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vec4 position = czm_computePosition();
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#ifdef EXTRUDED_GEOMETRY
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float delta = min(u_globeMinimumAltitude, czm_geometricToleranceOverMeter * length(position.xyz));
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delta *= czm_sceneMode == czm_sceneMode3D ? 1.0 : 0.0;
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//extrudeDirection is zero for the top layer
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position = position + vec4(extrudeDirection * delta, 0.0);
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#endif
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#ifdef TEXTURE_COORDINATES
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#ifdef SPHERICAL
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v_sphericalExtents = czm_batchTable_sphericalExtents(batchId);
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v_uvMinAndSphericalLongitudeRotation.z = czm_batchTable_longitudeRotation(batchId);
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#else // SPHERICAL
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#ifdef COLUMBUS_VIEW_2D
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vec4 planes2D_high = czm_batchTable_planes2D_HIGH(batchId);
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vec4 planes2D_low = czm_batchTable_planes2D_LOW(batchId);
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// If the primitive is split across the IDL (planes2D_high.x > planes2D_high.w):
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// - If this vertex is on the east side of the IDL (position3DLow.y > 0.0, comparison with position3DHigh may produce artifacts)
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// - existing "east" is on the wrong side of the world, far away (planes2D_high/low.w)
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// - so set "east" as beyond the eastmost extent of the projection (idlSplitNewPlaneHiLow)
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vec2 idlSplitNewPlaneHiLow = vec2(EAST_MOST_X_HIGH - (WEST_MOST_X_HIGH - planes2D_high.w), EAST_MOST_X_LOW - (WEST_MOST_X_LOW - planes2D_low.w));
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bool idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y > 0.0;
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planes2D_high.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.w);
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planes2D_low.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.w);
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// - else, if this vertex is on the west side of the IDL (position3DLow.y < 0.0)
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// - existing "west" is on the wrong side of the world, far away (planes2D_high/low.x)
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// - so set "west" as beyond the westmost extent of the projection (idlSplitNewPlaneHiLow)
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idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y < 0.0;
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idlSplitNewPlaneHiLow = vec2(WEST_MOST_X_HIGH - (EAST_MOST_X_HIGH - planes2D_high.x), WEST_MOST_X_LOW - (EAST_MOST_X_LOW - planes2D_low.x));
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planes2D_high.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.x);
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planes2D_low.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.x);
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vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.xy), vec3(0.0, planes2D_low.xy))).xyz;
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vec3 northWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.x, planes2D_high.z), vec3(0.0, planes2D_low.x, planes2D_low.z))).xyz;
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vec3 southEastCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.w, planes2D_high.y), vec3(0.0, planes2D_low.w, planes2D_low.y))).xyz;
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#else // COLUMBUS_VIEW_2D
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// 3D case has smaller "plane extents," so planes encoded as a 64 bit position and 2 vec3s for distances/direction
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vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(czm_batchTable_southWest_HIGH(batchId), czm_batchTable_southWest_LOW(batchId))).xyz;
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vec3 northWestCorner = czm_normal * czm_batchTable_northward(batchId) + southWestCorner;
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vec3 southEastCorner = czm_normal * czm_batchTable_eastward(batchId) + southWestCorner;
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#endif // COLUMBUS_VIEW_2D
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vec3 eastWard = southEastCorner - southWestCorner;
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float eastExtent = length(eastWard);
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eastWard /= eastExtent;
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vec3 northWard = northWestCorner - southWestCorner;
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float northExtent = length(northWard);
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northWard /= northExtent;
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v_westPlane = vec4(eastWard, -dot(eastWard, southWestCorner));
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v_southPlane = vec4(northWard, -dot(northWard, southWestCorner));
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v_inversePlaneExtents = vec2(1.0 / eastExtent, 1.0 / northExtent);
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#endif // SPHERICAL
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vec4 uvMinAndExtents = czm_batchTable_uvMinAndExtents(batchId);
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vec4 uMaxVmax = czm_batchTable_uMaxVmax(batchId);
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v_uMaxAndInverseDistance = vec3(uMaxVmax.xy, uvMinAndExtents.z);
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v_vMaxAndInverseDistance = vec3(uMaxVmax.zw, uvMinAndExtents.w);
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v_uvMinAndSphericalLongitudeRotation.xy = uvMinAndExtents.xy;
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#endif // TEXTURE_COORDINATES
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#ifdef PER_INSTANCE_COLOR
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v_color = czm_batchTable_color(batchId);
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#endif
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gl_Position = czm_depthClamp(czm_modelViewProjectionRelativeToEye * position);
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}
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