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