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JavaScript

//This file is automatically rebuilt by the Cesium build process.
export default "attribute vec3 startEllipsoidNormal;\n\
attribute vec3 endEllipsoidNormal;\n\
attribute vec4 startPositionAndHeight;\n\
attribute vec4 endPositionAndHeight;\n\
attribute vec4 startFaceNormalAndVertexCorner;\n\
attribute vec4 endFaceNormalAndHalfWidth;\n\
attribute float a_batchId;\n\
\n\
uniform mat4 u_modifiedModelView;\n\
uniform vec2 u_minimumMaximumVectorHeights;\n\
\n\
varying vec4 v_startPlaneEC;\n\
varying vec4 v_endPlaneEC;\n\
varying vec4 v_rightPlaneEC;\n\
varying float v_halfWidth;\n\
varying vec3 v_volumeUpEC;\n\
\n\
void main()\n\
{\n\
// vertex corner IDs\n\
// 3-----------7\n\
// /| left /|\n\
// / | 1 / |\n\
// 2-----------6 5 end\n\
// | / | /\n\
// start |/ right |/\n\
// 0-----------4\n\
//\n\
float isEnd = floor(startFaceNormalAndVertexCorner.w * 0.251); // 0 for front, 1 for end\n\
float isTop = floor(startFaceNormalAndVertexCorner.w * mix(0.51, 0.19, isEnd)); // 0 for bottom, 1 for top\n\
\n\
vec3 forward = endPositionAndHeight.xyz - startPositionAndHeight.xyz;\n\
vec3 right = normalize(cross(forward, startEllipsoidNormal));\n\
\n\
vec4 position = vec4(startPositionAndHeight.xyz, 1.0);\n\
position.xyz += forward * isEnd;\n\
\n\
v_volumeUpEC = czm_normal * normalize(cross(right, forward));\n\
\n\
// Push for volume height\n\
float offset;\n\
vec3 ellipsoidNormal = mix(startEllipsoidNormal, endEllipsoidNormal, isEnd);\n\
\n\
// offset height to create volume\n\
offset = mix(startPositionAndHeight.w, endPositionAndHeight.w, isEnd);\n\
offset = mix(u_minimumMaximumVectorHeights.y, u_minimumMaximumVectorHeights.x, isTop) - offset;\n\
position.xyz += offset * ellipsoidNormal;\n\
\n\
// move from RTC to EC\n\
position = u_modifiedModelView * position;\n\
right = czm_normal * right;\n\
\n\
// Push for width in a direction that is in the start or end plane and in a plane with right\n\
// N = normalEC (\"right-facing\" direction for push)\n\
// R = right\n\
// p = angle between N and R\n\
// w = distance to push along R if R == N\n\
// d = distance to push along N\n\
//\n\
// N R\n\
// { \ p| } * cos(p) = dot(N, R) = w / d\n\
// d\ \ | |w * d = w / dot(N, R)\n\
// { \| }\n\
// o---------- polyline segment ---->\n\
//\n\
vec3 scratchNormal = mix(-startFaceNormalAndVertexCorner.xyz, endFaceNormalAndHalfWidth.xyz, isEnd);\n\
scratchNormal = cross(scratchNormal, mix(startEllipsoidNormal, endEllipsoidNormal, isEnd));\n\
vec3 miterPushNormal = czm_normal * normalize(scratchNormal);\n\
\n\
offset = 2.0 * endFaceNormalAndHalfWidth.w * max(0.0, czm_metersPerPixel(position)); // offset = widthEC\n\
offset = offset / dot(miterPushNormal, right);\n\
position.xyz += miterPushNormal * (offset * sign(0.5 - mod(startFaceNormalAndVertexCorner.w, 2.0)));\n\
\n\
gl_Position = czm_depthClamp(czm_projection * position);\n\
\n\
position = u_modifiedModelView * vec4(startPositionAndHeight.xyz, 1.0);\n\
vec3 startNormalEC = czm_normal * startFaceNormalAndVertexCorner.xyz;\n\
v_startPlaneEC = vec4(startNormalEC, -dot(startNormalEC, position.xyz));\n\
v_rightPlaneEC = vec4(right, -dot(right, position.xyz));\n\
\n\
position = u_modifiedModelView * vec4(endPositionAndHeight.xyz, 1.0);\n\
vec3 endNormalEC = czm_normal * endFaceNormalAndHalfWidth.xyz;\n\
v_endPlaneEC = vec4(endNormalEC, -dot(endNormalEC, position.xyz));\n\
v_halfWidth = endFaceNormalAndHalfWidth.w;\n\
}\n\
";