智慧水务管理系统 - 精河县供水工程综合管理平台

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  1. #ifdef USE_FLOAT64
  2. in vec3 positionHigh;
  3. in vec3 positionLow;
  4. in vec3 prevPositionHigh;
  5. in vec3 prevPositionLow;
  6. in vec3 nextPositionHigh;
  7. in vec3 nextPositionLow;
  8. #else
  9. in vec3 position;
  10. in vec3 prevPosition;
  11. in vec3 nextPosition;
  12. #endif
  13. in vec4 pickColor;
  14. in vec4 showColorWidthAndTexCoord;
  15. in float alpha;
  16. out vec4 v_pickColor;
  17. out vec4 v_color;
  18. out vec2 v_st;
  19. out float v_width;
  20. out float v_polylineAngle;
  21. void main()
  22. {
  23. float show = showColorWidthAndTexCoord.x;
  24. vec4 color = czm_decodeRGB8(showColorWidthAndTexCoord.y);
  25. float width = showColorWidthAndTexCoord.z;
  26. float texCoord = showColorWidthAndTexCoord.w;
  27. ///////////////////////////////////////////////////////////////////////////
  28. bool usePrevious = texCoord == 1.0;
  29. float expandDir = gl_VertexID % 2 == 1 ? 1.0 : -1.0;
  30. float polylineAngle;
  31. #ifdef USE_FLOAT64
  32. vec4 positionEC = czm_translateRelativeToEye(positionHigh, positionLow);
  33. vec4 prevPositionEC = czm_translateRelativeToEye(prevPositionHigh, prevPositionLow);
  34. vec4 nextPositionEC = czm_translateRelativeToEye(nextPositionHigh, nextPositionLow);
  35. vec4 positionWC = getPolylineWindowCoordinates(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);
  36. #else
  37. vec4 positionEC = czm_modelView * vec4(position, 1.0);
  38. vec4 prevPositionEC = czm_modelView * vec4(prevPosition, 1.0);
  39. vec4 nextPositionEC = czm_modelView * vec4(nextPosition, 1.0);
  40. // Positions are already in eye space; use the EC variant to skip the redundant transform.
  41. vec4 positionWC = getPolylineWindowCoordinatesEC(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);
  42. #endif
  43. ///////////////////////////////////////////////////////////////////////////
  44. gl_Position = czm_viewportOrthographic * positionWC * show;
  45. v_pickColor = pickColor / 255.0;
  46. v_color = color;
  47. v_color.a *= alpha / 255.0 * show;
  48. v_st.s = texCoord;
  49. v_st.t = czm_writeNonPerspective(clamp(expandDir, 0.0, 1.0), gl_Position.w);
  50. v_width = width;
  51. v_polylineAngle = polylineAngle;
  52. }