//This file is automatically rebuilt by the Cesium build process. export default "uniform sampler2D u_atlas;\n\ uniform float u_coarseDepthTestDistance;\n\ uniform float u_threePointDepthTestDistance;\n\ \n\ #ifdef VECTOR_TILE\n\ uniform vec4 u_highlightColor;\n\ #endif\n\ \n\ in vec2 v_textureCoordinates;\n\ in vec4 v_pickColor;\n\ in vec4 v_color;\n\ flat in vec2 v_splitDirectionAndEllipsoidDepthEC;\n\ \n\ #ifdef SDF\n\ in vec4 v_outlineColor;\n\ in float v_outlineWidth;\n\ #endif\n\ \n\ in vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\ const float SHIFT_LEFT1 = 2.0;\n\ const float SHIFT_RIGHT1 = 1.0 / 2.0;\n\ \n\ float getGlobeDepthAtCoords(vec2 st)\n\ {\n\ float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, st));\n\ if (logDepthOrDepth == 0.0)\n\ {\n\ return 0.0; // not on the globe\n\ }\n\ \n\ vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\ return eyeCoordinate.z / eyeCoordinate.w;\n\ }\n\ \n\ #ifdef SDF\n\ \n\ // Get the distance from the edge of a glyph at a given position sampling an SDF texture.\n\ float getDistance(vec2 position)\n\ {\n\ return texture(u_atlas, position).r;\n\ }\n\ \n\ // Samples the sdf texture at the given position and produces a color based on the fill color and the outline.\n\ vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smoothing)\n\ {\n\ float distance = getDistance(position);\n\ \n\ if (outlineWidth > 0.0)\n\ {\n\ // Don't get the outline edge exceed the SDF_EDGE\n\ float outlineEdge = clamp(SDF_EDGE - outlineWidth, 0.0, SDF_EDGE);\n\ float outlineFactor = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);\n\ vec4 sdfColor = mix(outlineColor, v_color, outlineFactor);\n\ float alpha = smoothstep(outlineEdge - smoothing, outlineEdge + smoothing, distance);\n\ return vec4(sdfColor.rgb, sdfColor.a * alpha);\n\ }\n\ else\n\ {\n\ float alpha = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);\n\ return vec4(v_color.rgb, v_color.a * alpha);\n\ }\n\ }\n\ #endif\n\ \n\ bool getDepthTestEnabled() {\n\ float temp = v_compressed.y;\n\ temp = temp * SHIFT_RIGHT1;\n\ float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;\n\ return temp2 != 0.0;\n\ }\n\ \n\ float getRelativeEyeDepth(float eyeDepth, float distanceToEllipsoid, float epsilon) {\n\ float depthDifferential = eyeDepth - distanceToEllipsoid;\n\ float depthRatio = abs(depthDifferential / distanceToEllipsoid);\n\ if (depthRatio < epsilon) {\n\ // The approximations are imprecise, so use an epsilon check for small value differences and assume a value of 0.0\n\ return 0.0;\n\ }\n\ \n\ return depthDifferential;\n\ }\n\ \n\ // Extra manual depth testing is done to allow more control over how a billboard is occluded\n\ // by the globe when near and far from the camera.\n\ void doDepthTest(float eyeDepth, float globeDepth) {\n\ \n\ #ifdef VS_THREE_POINT_DEPTH_CHECK\n\ // Since discarding vertices is not possible, the vertex shader sets eyeDepth to 0 to indicate the depth test failed. Apply the discard here.\n\ if (eyeDepth > -u_threePointDepthTestDistance) {\n\ if (eyeDepth == 0.0) {\n\ discard;\n\ }\n\ return;\n\ }\n\ #endif\n\ bool useGlobeDepth = eyeDepth > -u_coarseDepthTestDistance;\n\ if (useGlobeDepth && globeDepth == 0.0) {\n\ // Pixel is not on the globe, so there is no distance to compare against. Pass.\n\ return;\n\ }\n\ \n\ // If the camera is close, compare against the globe depth texture that includes depth from the 3D tile pass.\n\ if (useGlobeDepth && getRelativeEyeDepth(eyeDepth, globeDepth, czm_epsilon1) < 0.0) {\n\ discard;\n\ }\n\ }\n\ \n\ #ifdef LOG_DEPTH\n\ void writeDepth(float eyeDepth, float globeDepth, float distanceToEllipsoid) {\n\ // If we've made it here, the manual depth test above determined that this fragment should be visible.\n\ // But the automatic depth test must still run in order to write the result to the depth buffer, and its results may\n\ // disagree with our manual depth test's results. To prefer our manual results when in front of the globe, apply an offset towards the camera.\n\ \n\ float depthArg = v_depthFromNearPlusOne;\n\ \n\ if (globeDepth != 0.0 && getRelativeEyeDepth(eyeDepth, distanceToEllipsoid, czm_epsilon3) > 0.0) {\n\ float globeDepthFromNearPlusOne = (-globeDepth - czm_currentFrustum.x) + 1.0;\n\ float nudge = max(globeDepthFromNearPlusOne * 5e-6, czm_epsilon7);\n\ float globeOnTop = max(1.0, globeDepthFromNearPlusOne - nudge);\n\ depthArg = min(depthArg, globeOnTop);\n\ }\n\ \n\ czm_writeLogDepth(depthArg);\n\ }\n\ #endif\n\ \n\ void main()\n\ {\n\ if (v_splitDirectionAndEllipsoidDepthEC.x < 0.0 && gl_FragCoord.x > czm_splitPosition) {\n\ discard;\n\ }\n\ if (v_splitDirectionAndEllipsoidDepthEC.x > 0.0 && gl_FragCoord.x < czm_splitPosition) {\n\ discard;\n\ }\n\ \n\ if (getDepthTestEnabled()) {\n\ vec2 fragSt = gl_FragCoord.xy / czm_viewport.zw;\n\ float eyeDepth = v_compressed.x;\n\ float globeDepth = getGlobeDepthAtCoords(fragSt);\n\ float distanceToEllipsoid = -v_splitDirectionAndEllipsoidDepthEC.y;\n\ doDepthTest(eyeDepth, globeDepth);\n\ \n\ #ifdef LOG_DEPTH\n\ writeDepth(eyeDepth, globeDepth, distanceToEllipsoid);\n\ #endif\n\ }\n\ \n\ vec4 color = texture(u_atlas, v_textureCoordinates);\n\ \n\ #ifdef SDF\n\ float outlineWidth = v_outlineWidth;\n\ vec4 outlineColor = v_outlineColor;\n\ \n\ // Get the current distance\n\ float distance = getDistance(v_textureCoordinates);\n\ \n\ #if (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))\n\ float smoothing = fwidth(distance);\n\ // Get an offset that is approximately half the distance to the neighbor pixels\n\ // 0.354 is approximately half of 1/sqrt(2)\n\ vec2 sampleOffset = 0.354 * vec2(dFdx(v_textureCoordinates) + dFdy(v_textureCoordinates));\n\ \n\ // Sample the center point\n\ vec4 center = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);\n\ \n\ // Sample the 4 neighbors\n\ vec4 color1 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\ vec4 color2 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\ vec4 color3 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\ vec4 color4 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);\n\ \n\ // Equally weight the center sample and the 4 neighboring samples\n\ color = (center + color1 + color2 + color3 + color4)/5.0;\n\ #else\n\ // If no derivatives available (IE 10?), just do a single sample\n\ float smoothing = 1.0/32.0;\n\ color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);\n\ #endif\n\ \n\ color = czm_gammaCorrect(color);\n\ #else\n\ color = czm_gammaCorrect(color);\n\ color *= czm_gammaCorrect(v_color);\n\ #endif\n\ \n\ // Fully transparent parts of the billboard are not pickable.\n\ #if !defined(OPAQUE) && !defined(TRANSLUCENT)\n\ if (color.a < 0.005) // matches 0/255 and 1/255\n\ {\n\ discard;\n\ }\n\ #else\n\ // The billboard is rendered twice. The opaque pass discards translucent fragments\n\ // and the translucent pass discards opaque fragments.\n\ #ifdef OPAQUE\n\ if (color.a < 0.995) // matches < 254/255\n\ {\n\ discard;\n\ }\n\ #else\n\ if (color.a >= 0.995) // matches 254/255 and 255/255\n\ {\n\ discard;\n\ }\n\ #endif\n\ #endif\n\ \n\ #ifdef VECTOR_TILE\n\ color *= u_highlightColor;\n\ #endif\n\ out_FragColor = color;\n\ }\n\ ";