deeptwins-cesium-engine 0.1.2 → 0.1.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Build/Workers/chunk-2HWLF3FT.js +837 -0
- package/Build/Workers/chunk-2KXMJ5XS.js +3792 -0
- package/Build/Workers/chunk-2NPCLB3H.js +56 -0
- package/Build/Workers/chunk-2ZHQTIBH.js +1483 -0
- package/Build/Workers/chunk-3GLYOW63.js +352 -0
- package/Build/Workers/chunk-3L22KMPU.js +219 -0
- package/Build/Workers/chunk-3Q6V2B2I.js +73 -0
- package/Build/Workers/chunk-3QOKKRIG.js +387 -0
- package/Build/Workers/chunk-44YZFGRH.js +1800 -0
- package/Build/Workers/chunk-45VV4SBO.js +2342 -0
- package/Build/Workers/chunk-4EJ4AA2S.js +368 -0
- package/Build/Workers/chunk-4IJFHUL6.js +414 -0
- package/Build/Workers/chunk-4K3V5CGW.js +454 -0
- package/Build/Workers/chunk-4M4QL6KJ.js +305 -0
- package/Build/Workers/chunk-4YNRIEQ6.js +288 -0
- package/Build/Workers/chunk-56CVDPH5.js +352 -0
- package/Build/Workers/chunk-5CTAAPXH.js +1483 -0
- package/Build/Workers/chunk-5ISZ6NJD.js +102 -0
- package/Build/Workers/chunk-5SDHYIOS.js +56 -0
- package/Build/Workers/chunk-66TGUMCU.js +2719 -0
- package/Build/Workers/chunk-6EJMTDQJ.js +163 -0
- package/Build/Workers/chunk-6VWXYSMH.js +959 -0
- package/Build/Workers/chunk-6VZ7VB2Q.js +241 -0
- package/Build/Workers/chunk-7AMRE57Q.js +301 -0
- package/Build/Workers/chunk-7DH6C33H.js +398 -0
- package/Build/Workers/chunk-7VUS3FVE.js +38 -0
- package/Build/Workers/chunk-7Y3ZA6H3.js +198 -0
- package/Build/Workers/chunk-A6BMHZNA.js +38 -0
- package/Build/Workers/chunk-A7XY2MN7.js +171 -0
- package/Build/Workers/chunk-AC7ND63S.js +57 -0
- package/Build/Workers/chunk-AHCZ757M.js +9230 -0
- package/Build/Workers/chunk-ANOA7E7F.js +56 -0
- package/Build/Workers/chunk-AYO5HHV6.js +789 -0
- package/Build/Workers/chunk-BE2N56VZ.js +1344 -0
- package/Build/Workers/chunk-BR3BPM64.js +9230 -0
- package/Build/Workers/chunk-BVMRWGOK.js +455 -0
- package/Build/Workers/chunk-BXEL2NX7.js +455 -0
- package/Build/Workers/chunk-C5BO2JCG.js +278 -0
- package/Build/Workers/chunk-CIRQNZVR.js +301 -0
- package/Build/Workers/chunk-CM67CQME.js +305 -0
- package/Build/Workers/chunk-D3QIW4DH.js +630 -0
- package/Build/Workers/chunk-E5W7QIGZ.js +511 -0
- package/Build/Workers/chunk-E6CYGUJI.js +1054 -0
- package/Build/Workers/chunk-EIZ23IOX.js +414 -0
- package/Build/Workers/chunk-EIZJUMQY.js +101 -0
- package/Build/Workers/chunk-EXTMZJXB.js +82 -0
- package/Build/Workers/chunk-EYOOSIBW.js +682 -0
- package/Build/Workers/chunk-F37WADVC.js +1054 -0
- package/Build/Workers/chunk-FIWPJFHX.js +101 -0
- package/Build/Workers/chunk-FM32TNGT.js +198 -0
- package/Build/Workers/chunk-FOMYIEIB.js +476 -0
- package/Build/Workers/chunk-FWYDLSVQ.js +97 -0
- package/Build/Workers/chunk-HGZR6CZF.js +1067 -0
- package/Build/Workers/chunk-HIXHDABG.js +288 -0
- package/Build/Workers/chunk-HMCCZZWE.js +97 -0
- package/Build/Workers/chunk-HW54WHGM.js +2719 -0
- package/Build/Workers/chunk-IHYAI7GF.js +973 -0
- package/Build/Workers/chunk-INLQ7LVK.js +837 -0
- package/Build/Workers/chunk-IQMESTCB.js +124 -0
- package/Build/Workers/chunk-J4PISUNT.js +2342 -0
- package/Build/Workers/chunk-JSWU557I.js +693 -0
- package/Build/Workers/chunk-KHONDSQ7.js +693 -0
- package/Build/Workers/chunk-KLUL2SOE.js +352 -0
- package/Build/Workers/chunk-KMBLKQCC.js +1992 -0
- package/Build/Workers/chunk-KOTWWQN7.js +171 -0
- package/Build/Workers/chunk-KWV6ZTF4.js +163 -0
- package/Build/Workers/chunk-LSEFPQHG.js +476 -0
- package/Build/Workers/chunk-M66X4O24.js +44 -0
- package/Build/Workers/chunk-M6IXKBC7.js +1992 -0
- package/Build/Workers/chunk-MFUC3D5C.js +162 -0
- package/Build/Workers/chunk-MRMNELAH.js +82 -0
- package/Build/Workers/chunk-N3NUA5H2.js +3792 -0
- package/Build/Workers/chunk-NFB2NXJN.js +138 -0
- package/Build/Workers/chunk-NQAXBK4K.js +789 -0
- package/Build/Workers/chunk-NUGQWV6S.js +352 -0
- package/Build/Workers/chunk-O7S7WL7K.js +278 -0
- package/Build/Workers/chunk-ODZYB26X.js +1287 -0
- package/Build/Workers/chunk-OEHJY463.js +3201 -0
- package/Build/Workers/chunk-OMMRNMXF.js +44 -0
- package/Build/Workers/chunk-OZ3CQDO3.js +138 -0
- package/Build/Workers/chunk-PNXBG64I.js +219 -0
- package/Build/Workers/chunk-PYR35GK4.js +973 -0
- package/Build/Workers/chunk-Q4CXGW74.js +57 -0
- package/Build/Workers/chunk-QGISLKCW.js +147 -0
- package/Build/Workers/chunk-QQHVOJW6.js +497 -0
- package/Build/Workers/chunk-QWCMMRJW.js +58 -0
- package/Build/Workers/chunk-RDEZCHF4.js +398 -0
- package/Build/Workers/chunk-SJTE7FVN.js +778 -0
- package/Build/Workers/chunk-SM5T67LR.js +162 -0
- package/Build/Workers/chunk-T27NNXEU.js +58 -0
- package/Build/Workers/chunk-T4J5BWUO.js +511 -0
- package/Build/Workers/chunk-T6JS4BRN.js +140 -0
- package/Build/Workers/chunk-UH6DUQBW.js +140 -0
- package/Build/Workers/chunk-UJAH6XKF.js +73 -0
- package/Build/Workers/chunk-UKSTJ2PH.js +454 -0
- package/Build/Workers/chunk-UQCDCCZ7.js +368 -0
- package/Build/Workers/chunk-UXIFNEA3.js +1287 -0
- package/Build/Workers/chunk-UXJ6J5L7.js +56 -0
- package/Build/Workers/chunk-V4VUAZXI.js +1800 -0
- package/Build/Workers/chunk-VQH2YXO2.js +497 -0
- package/Build/Workers/chunk-VXKCLSE4.js +241 -0
- package/Build/Workers/chunk-W3U6YBEI.js +280 -0
- package/Build/Workers/chunk-W75ZVFKP.js +778 -0
- package/Build/Workers/chunk-WCDFJYFB.js +1344 -0
- package/Build/Workers/chunk-WME5M6W3.js +630 -0
- package/Build/Workers/chunk-XDQBQB64.js +1067 -0
- package/Build/Workers/chunk-Y6HOIWE5.js +959 -0
- package/Build/Workers/chunk-YEMC2ZOR.js +147 -0
- package/Build/Workers/chunk-YWNF3TPE.js +682 -0
- package/Build/Workers/chunk-Z55VGWJP.js +280 -0
- package/Build/Workers/chunk-Z5YWP24C.js +124 -0
- package/Build/Workers/chunk-ZHXCWUJB.js +387 -0
- package/Build/Workers/chunk-ZIMPUF2I.js +102 -0
- package/Build/Workers/chunk-ZKDWYQKC.js +3201 -0
- package/Build/Workers/combineGeometry.js +24 -22
- package/Build/Workers/createBoxGeometry.js +18 -16
- package/Build/Workers/createBoxOutlineGeometry.js +23 -25
- package/Build/Workers/createCircleGeometry.js +29 -27
- package/Build/Workers/createCircleOutlineGeometry.js +22 -20
- package/Build/Workers/createCoplanarPolygonGeometry.js +43 -43
- package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +37 -35
- package/Build/Workers/createCorridorGeometry.js +46 -49
- package/Build/Workers/createCorridorOutlineGeometry.js +40 -43
- package/Build/Workers/createCylinderGeometry.js +20 -18
- package/Build/Workers/createCylinderOutlineGeometry.js +27 -25
- package/Build/Workers/createEllipseGeometry.js +28 -25
- package/Build/Workers/createEllipseOutlineGeometry.js +21 -18
- package/Build/Workers/createEllipsoidGeometry.js +19 -17
- package/Build/Workers/createEllipsoidOutlineGeometry.js +18 -16
- package/Build/Workers/createFrustumGeometry.js +18 -16
- package/Build/Workers/createFrustumOutlineGeometry.js +21 -21
- package/Build/Workers/createGeometry.js +31 -26
- package/Build/Workers/createGroundPolylineGeometry.js +188 -135
- package/Build/Workers/createPlaneGeometry.js +22 -21
- package/Build/Workers/createPlaneOutlineGeometry.js +15 -13
- package/Build/Workers/createPolygonGeometry.js +51 -52
- package/Build/Workers/createPolygonOutlineGeometry.js +43 -44
- package/Build/Workers/createPolylineGeometry.js +37 -40
- package/Build/Workers/createPolylineVolumeGeometry.js +41 -44
- package/Build/Workers/createPolylineVolumeOutlineGeometry.js +36 -39
- package/Build/Workers/createRectangleGeometry.js +47 -53
- package/Build/Workers/createRectangleOutlineGeometry.js +32 -33
- package/Build/Workers/createSimplePolylineGeometry.js +33 -34
- package/Build/Workers/createSphereGeometry.js +20 -20
- package/Build/Workers/createSphereOutlineGeometry.js +19 -19
- package/Build/Workers/createTaskProcessorWorker.js +3 -3
- package/Build/Workers/createVectorTileClampedPolylines.js +16 -14
- package/Build/Workers/createVectorTileGeometries.js +24 -22
- package/Build/Workers/createVectorTilePoints.js +15 -13
- package/Build/Workers/createVectorTilePolygons.js +24 -21
- package/Build/Workers/createVectorTilePolylines.js +16 -14
- package/Build/Workers/createVerticesFromCesium3DTilesTerrain.js +25 -25
- package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +29 -27
- package/Build/Workers/createVerticesFromHeightmap.js +42 -63
- package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +26 -280
- package/Build/Workers/createWallGeometry.js +35 -36
- package/Build/Workers/createWallOutlineGeometry.js +33 -34
- package/Build/Workers/decodeDraco.js +10 -11
- package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +5 -5
- package/Build/Workers/decodeI3S.js +16 -20
- package/Build/Workers/gaussianSplatSorter.js +4 -4
- package/Build/Workers/gaussianSplatTextureGenerator.js +4 -4
- package/Build/Workers/incrementallyBuildTerrainPicker.js +20 -12
- package/Build/Workers/transcodeKTX2.js +42 -14
- package/Build/Workers/transferTypedArrayTest.js +1 -1
- package/Build/Workers/upsampleQuantizedTerrainMesh.js +24 -21
- package/Build/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +25 -25
- package/Source/Shaders/BillboardCollectionFS.js +85 -81
- package/Source/Shaders/BillboardCollectionVS.js +60 -118
- package/Source/Shaders/Builtin/Constants/passCesium3DTile.js +1 -1
- package/Source/Shaders/Builtin/Constants/passCesium3DTileClassification.js +1 -1
- package/Source/Shaders/Builtin/Constants/passCesium3DTileClassificationIgnoreShow.js +1 -1
- package/Source/Shaders/Builtin/Constants/passCesium3DTileEdges.js +12 -0
- package/Source/Shaders/Builtin/Constants/passCesium3DTileEdgesDirect.js +11 -0
- package/Source/Shaders/Builtin/Constants/passGaussianSplats.js +11 -0
- package/Source/Shaders/Builtin/Constants/passOpaque.js +1 -1
- package/Source/Shaders/Builtin/Constants/passOverlay.js +1 -1
- package/Source/Shaders/Builtin/Constants/passTranslucent.js +1 -1
- package/Source/Shaders/Builtin/Constants/passVoxels.js +1 -1
- package/Source/Shaders/Builtin/CzmBuiltins.js +12 -0
- package/Source/Shaders/Builtin/Functions/columbusViewMorph.js +8 -1
- package/Source/Shaders/Builtin/Functions/computeTextureTransform.js +25 -0
- package/Source/Shaders/Builtin/Functions/decodeRGB8.js +24 -0
- package/Source/Shaders/Builtin/Functions/modelToWindowCoordinates.js +2 -1
- package/Source/Shaders/Builtin/Functions/unpackTexture.js +37 -0
- package/Source/Shaders/Builtin/Functions/windowToEyeCoordinates.js +0 -1
- package/Source/Shaders/EllipsoidVS.js +4 -4
- package/Source/Shaders/FXAA3_11.js +2 -0
- package/Source/Shaders/GlobeFS.js +22 -0
- package/Source/Shaders/GlobeVS.js +3 -2
- package/Source/Shaders/Model/MaterialStageFS.js +50 -20
- package/Source/Shaders/Model/MetadataStageFS.js +2 -1
- package/Source/Shaders/Model/MetadataStageVS.js +2 -1
- package/Source/Shaders/Model/ModelFS.js +32 -2
- package/Source/Shaders/Model/ModelVS.js +15 -1
- package/Source/Shaders/Model/PointCloudStylingStageVS.js +2 -1
- package/Source/Shaders/Model/PrimitiveOutlineStageFS.js +0 -1
- package/Source/Shaders/PointPrimitiveCollectionVS.js +8 -39
- package/Source/Shaders/PolygonSignedDistanceFS.js +64 -33
- package/Source/Shaders/PolylineCommon.js +1 -1
- package/Source/Shaders/ShadowVolumeAppearanceFS.js +7 -15
- package/Source/Shaders/SkyAtmosphereVS.js +2 -1
- package/Source/Shaders/Voxels/IntersectBox.js +20 -33
- package/Source/Shaders/Voxels/IntersectCylinder.js +28 -32
- package/Source/Shaders/Voxels/IntersectDepth.js +10 -6
- package/Source/Shaders/Voxels/IntersectEllipsoid.js +12 -20
- package/Source/Shaders/Voxels/IntersectLongitude.js +21 -9
- package/Source/Shaders/Voxels/Intersection.js +3 -5
- package/Source/Shaders/Voxels/IntersectionUtils.js +2 -1
- package/Source/Shaders/Voxels/Megatexture.js +15 -83
- package/Source/Shaders/Voxels/Octree.js +53 -61
- package/Source/Shaders/Voxels/VoxelFS.js +67 -52
- package/Source/Shaders/Voxels/VoxelUtils.js +0 -19
- package/index.js +346 -261
- package/package.json +1 -1
- package/Source/Shaders/Voxels/IntersectClippingPlanes.js +0 -80
- package/Source/Shaders/Voxels/convertUvToBox.js +0 -46
- package/Source/Shaders/Voxels/convertUvToCylinder.js +0 -101
- package/Source/Shaders/Voxels/convertUvToEllipsoid.js +0 -141
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return pixelFormat === PixelFormat.DEPTH_COMPONENT || pixelFormat === PixelFormat.DEPTH_STENCIL || pixelFormat === PixelFormat.ALPHA || pixelFormat === PixelFormat.RED || pixelFormat === PixelFormat.RG || pixelFormat === PixelFormat.RGB || pixelFormat === PixelFormat.RGBA || pixelFormat === PixelFormat.RED_INTEGER || pixelFormat === PixelFormat.RG_INTEGER || pixelFormat === PixelFormat.RGB_INTEGER || pixelFormat === PixelFormat.RGBA_INTEGER || pixelFormat === PixelFormat.LUMINANCE || pixelFormat === PixelFormat.LUMINANCE_ALPHA || pixelFormat === PixelFormat.RGB_DXT1 || pixelFormat === PixelFormat.RGBA_DXT1 || pixelFormat === PixelFormat.RGBA_DXT3 || pixelFormat === PixelFormat.RGBA_DXT5 || pixelFormat === PixelFormat.RGB_PVRTC_4BPPV1 || pixelFormat === PixelFormat.RGB_PVRTC_2BPPV1 || pixelFormat === PixelFormat.RGBA_PVRTC_4BPPV1 || pixelFormat === PixelFormat.RGBA_PVRTC_2BPPV1 || pixelFormat === PixelFormat.RGBA_ASTC || pixelFormat === PixelFormat.RGB_ETC1 || pixelFormat === PixelFormat.RGB8_ETC2 || pixelFormat === PixelFormat.RGBA8_ETC2_EAC || pixelFormat === PixelFormat.RGBA_BC7;
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|
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@@ -1,7 +1,7 @@
|
|
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/**
|
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|
* @license
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* Version 0.
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import {
|
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|
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|
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} from "./chunk-
|
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|
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|
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|
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import "./chunk-
|
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|
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|
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|
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|
// packages/engine/Source/Workers/upsampleVerticesFromCesium3DTilesTerrain.js
|
|
56
56
|
function upsampleVerticesFromCesium3DTilesTerrain(options, transferableObjects) {
|
|
@@ -1,5 +1,7 @@
|
|
|
1
1
|
//This file is automatically rebuilt by the Cesium build process.
|
|
2
2
|
export default "uniform sampler2D u_atlas;\n\
|
|
3
|
+
uniform float u_coarseDepthTestDistance;\n\
|
|
4
|
+
uniform float u_threePointDepthTestDistance;\n\
|
|
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5
|
\n\
|
|
4
6
|
#ifdef VECTOR_TILE\n\
|
|
5
7
|
uniform vec4 u_highlightColor;\n\
|
|
@@ -8,43 +10,20 @@ uniform vec4 u_highlightColor;\n\
|
|
|
8
10
|
in vec2 v_textureCoordinates;\n\
|
|
9
11
|
in vec4 v_pickColor;\n\
|
|
10
12
|
in vec4 v_color;\n\
|
|
11
|
-
in
|
|
13
|
+
flat in vec2 v_splitDirectionAndEllipsoidDepthEC;\n\
|
|
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14
|
\n\
|
|
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15
|
#ifdef SDF\n\
|
|
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16
|
in vec4 v_outlineColor;\n\
|
|
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17
|
in float v_outlineWidth;\n\
|
|
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|
#endif\n\
|
|
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|
\n\
|
|
18
|
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#ifdef FRAGMENT_DEPTH_CHECK\n\
|
|
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|
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in vec4 v_textureCoordinateBounds; // the min and max x and y values for the texture coordinates\n\
|
|
20
|
-
in vec4 v_originTextureCoordinateAndTranslate; // texture coordinate at the origin, billboard translate (used for label glyphs)\n\
|
|
21
20
|
in vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\
|
|
22
|
-
in mat2 v_rotationMatrix;\n\
|
|
23
|
-
\n\
|
|
24
|
-
const float SHIFT_LEFT12 = 4096.0;\n\
|
|
25
21
|
const float SHIFT_LEFT1 = 2.0;\n\
|
|
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|
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\n\
|
|
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|
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const float SHIFT_RIGHT12 = 1.0 / 4096.0;\n\
|
|
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|
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|
|
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23
|
\n\
|
|
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|
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float
|
|
24
|
+
float getGlobeDepthAtCoords(vec2 st)\n\
|
|
31
25
|
{\n\
|
|
32
|
-
vec2 lookupVector = imageSize * (depthLookupST - adjustedST);\n\
|
|
33
|
-
lookupVector = v_rotationMatrix * lookupVector;\n\
|
|
34
|
-
vec2 labelOffset = (dimensions - imageSize) * (depthLookupST - vec2(0.0, v_originTextureCoordinateAndTranslate.y)); // aligns label glyph with bounding rectangle. Will be zero for billboards because dimensions and imageSize will be equal\n\
|
|
35
|
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\n\
|
|
36
|
-
vec2 translation = v_originTextureCoordinateAndTranslate.zw;\n\
|
|
37
|
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\n\
|
|
38
|
-
if (applyTranslate)\n\
|
|
39
|
-
{\n\
|
|
40
|
-
// this is only needed for labels where the horizontal origin is not LEFT\n\
|
|
41
|
-
// it moves the label back to where the \"origin\" should be since all label glyphs are set to HorizontalOrigin.LEFT\n\
|
|
42
|
-
translation += (dimensions * v_originTextureCoordinateAndTranslate.xy * vec2(1.0, 0.0));\n\
|
|
43
|
-
}\n\
|
|
44
|
-
\n\
|
|
45
|
-
vec2 st = ((lookupVector - translation + labelOffset) + gl_FragCoord.xy) / czm_viewport.zw;\n\
|
|
46
26
|
float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, st));\n\
|
|
47
|
-
\n\
|
|
48
27
|
if (logDepthOrDepth == 0.0)\n\
|
|
49
28
|
{\n\
|
|
50
29
|
return 0.0; // not on the globe\n\
|
|
@@ -53,8 +32,6 @@ float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, ve
|
|
|
53
32
|
vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\
|
|
54
33
|
return eyeCoordinate.z / eyeCoordinate.w;\n\
|
|
55
34
|
}\n\
|
|
56
|
-
#endif\n\
|
|
57
|
-
\n\
|
|
58
35
|
\n\
|
|
59
36
|
#ifdef SDF\n\
|
|
60
37
|
\n\
|
|
@@ -86,11 +63,89 @@ vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smo
|
|
|
86
63
|
}\n\
|
|
87
64
|
#endif\n\
|
|
88
65
|
\n\
|
|
66
|
+
bool getDepthTestEnabled() {\n\
|
|
67
|
+
float temp = v_compressed.y;\n\
|
|
68
|
+
temp = temp * SHIFT_RIGHT1;\n\
|
|
69
|
+
float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;\n\
|
|
70
|
+
return temp2 != 0.0;\n\
|
|
71
|
+
}\n\
|
|
72
|
+
\n\
|
|
73
|
+
float getRelativeEyeDepth(float eyeDepth, float distanceToEllipsoid, float epsilon) {\n\
|
|
74
|
+
float depthDifferential = eyeDepth - distanceToEllipsoid;\n\
|
|
75
|
+
float depthRatio = abs(depthDifferential / distanceToEllipsoid);\n\
|
|
76
|
+
if (depthRatio < epsilon) {\n\
|
|
77
|
+
// The approximations are imprecise, so use an epsilon check for small value differences and assume a value of 0.0\n\
|
|
78
|
+
return 0.0;\n\
|
|
79
|
+
}\n\
|
|
80
|
+
\n\
|
|
81
|
+
return depthDifferential;\n\
|
|
82
|
+
}\n\
|
|
83
|
+
\n\
|
|
84
|
+
// Extra manual depth testing is done to allow more control over how a billboard is occluded\n\
|
|
85
|
+
// by the globe when near and far from the camera.\n\
|
|
86
|
+
void doDepthTest(float eyeDepth, float globeDepth) {\n\
|
|
87
|
+
\n\
|
|
88
|
+
#ifdef VS_THREE_POINT_DEPTH_CHECK\n\
|
|
89
|
+
// Since discarding vertices is not possible, the vertex shader sets eyeDepth to 0 to indicate the depth test failed. Apply the discard here.\n\
|
|
90
|
+
if (eyeDepth > -u_threePointDepthTestDistance) {\n\
|
|
91
|
+
if (eyeDepth == 0.0) {\n\
|
|
92
|
+
discard;\n\
|
|
93
|
+
}\n\
|
|
94
|
+
return;\n\
|
|
95
|
+
}\n\
|
|
96
|
+
#endif\n\
|
|
97
|
+
bool useGlobeDepth = eyeDepth > -u_coarseDepthTestDistance;\n\
|
|
98
|
+
if (useGlobeDepth && globeDepth == 0.0) {\n\
|
|
99
|
+
// Pixel is not on the globe, so there is no distance to compare against. Pass.\n\
|
|
100
|
+
return;\n\
|
|
101
|
+
}\n\
|
|
102
|
+
\n\
|
|
103
|
+
// If the camera is close, compare against the globe depth texture that includes depth from the 3D tile pass.\n\
|
|
104
|
+
if (useGlobeDepth && getRelativeEyeDepth(eyeDepth, globeDepth, czm_epsilon1) < 0.0) {\n\
|
|
105
|
+
discard;\n\
|
|
106
|
+
}\n\
|
|
107
|
+
}\n\
|
|
108
|
+
\n\
|
|
109
|
+
#ifdef LOG_DEPTH\n\
|
|
110
|
+
void writeDepth(float eyeDepth, float globeDepth, float distanceToEllipsoid) {\n\
|
|
111
|
+
// If we've made it here, the manual depth test above determined that this fragment should be visible.\n\
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|
112
|
+
// But the automatic depth test must still run in order to write the result to the depth buffer, and its results may\n\
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|
113
|
+
// 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\
|
|
114
|
+
\n\
|
|
115
|
+
float depthArg = v_depthFromNearPlusOne;\n\
|
|
116
|
+
\n\
|
|
117
|
+
if (globeDepth != 0.0 && getRelativeEyeDepth(eyeDepth, distanceToEllipsoid, czm_epsilon3) > 0.0) {\n\
|
|
118
|
+
float globeDepthFromNearPlusOne = (-globeDepth - czm_currentFrustum.x) + 1.0;\n\
|
|
119
|
+
float nudge = max(globeDepthFromNearPlusOne * 5e-6, czm_epsilon7);\n\
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|
120
|
+
float globeOnTop = max(1.0, globeDepthFromNearPlusOne - nudge);\n\
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|
121
|
+
depthArg = min(depthArg, globeOnTop);\n\
|
|
122
|
+
}\n\
|
|
123
|
+
\n\
|
|
124
|
+
czm_writeLogDepth(depthArg);\n\
|
|
125
|
+
}\n\
|
|
126
|
+
#endif\n\
|
|
127
|
+
\n\
|
|
89
128
|
void main()\n\
|
|
90
129
|
{\n\
|
|
91
|
-
if (
|
|
92
|
-
|
|
93
|
-
\n\
|
|
130
|
+
if (v_splitDirectionAndEllipsoidDepthEC.x < 0.0 && gl_FragCoord.x > czm_splitPosition) {\n\
|
|
131
|
+
discard;\n\
|
|
132
|
+
}\n\
|
|
133
|
+
if (v_splitDirectionAndEllipsoidDepthEC.x > 0.0 && gl_FragCoord.x < czm_splitPosition) {\n\
|
|
134
|
+
discard;\n\
|
|
135
|
+
}\n\
|
|
136
|
+
\n\
|
|
137
|
+
if (getDepthTestEnabled()) {\n\
|
|
138
|
+
vec2 fragSt = gl_FragCoord.xy / czm_viewport.zw;\n\
|
|
139
|
+
float eyeDepth = v_compressed.x;\n\
|
|
140
|
+
float globeDepth = getGlobeDepthAtCoords(fragSt);\n\
|
|
141
|
+
float distanceToEllipsoid = -v_splitDirectionAndEllipsoidDepthEC.y;\n\
|
|
142
|
+
doDepthTest(eyeDepth, globeDepth);\n\
|
|
143
|
+
\n\
|
|
144
|
+
#ifdef LOG_DEPTH\n\
|
|
145
|
+
writeDepth(eyeDepth, globeDepth, distanceToEllipsoid);\n\
|
|
146
|
+
#endif\n\
|
|
147
|
+
}\n\
|
|
148
|
+
\n\
|
|
94
149
|
vec4 color = texture(u_atlas, v_textureCoordinates);\n\
|
|
95
150
|
\n\
|
|
96
151
|
#ifdef SDF\n\
|
|
@@ -155,56 +210,5 @@ void main()\n\
|
|
|
155
210
|
color *= u_highlightColor;\n\
|
|
156
211
|
#endif\n\
|
|
157
212
|
out_FragColor = color;\n\
|
|
158
|
-
\n\
|
|
159
|
-
#ifdef LOG_DEPTH\n\
|
|
160
|
-
czm_writeLogDepth();\n\
|
|
161
|
-
#endif\n\
|
|
162
|
-
\n\
|
|
163
|
-
#ifdef FRAGMENT_DEPTH_CHECK\n\
|
|
164
|
-
float temp = v_compressed.y;\n\
|
|
165
|
-
\n\
|
|
166
|
-
temp = temp * SHIFT_RIGHT1;\n\
|
|
167
|
-
\n\
|
|
168
|
-
float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;\n\
|
|
169
|
-
bool enableDepthTest = temp2 != 0.0;\n\
|
|
170
|
-
bool applyTranslate = floor(temp) != 0.0;\n\
|
|
171
|
-
\n\
|
|
172
|
-
if (enableDepthTest) {\n\
|
|
173
|
-
temp = v_compressed.z;\n\
|
|
174
|
-
temp = temp * SHIFT_RIGHT12;\n\
|
|
175
|
-
\n\
|
|
176
|
-
vec2 dimensions;\n\
|
|
177
|
-
dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;\n\
|
|
178
|
-
dimensions.x = floor(temp);\n\
|
|
179
|
-
\n\
|
|
180
|
-
temp = v_compressed.w;\n\
|
|
181
|
-
temp = temp * SHIFT_RIGHT12;\n\
|
|
182
|
-
\n\
|
|
183
|
-
vec2 imageSize;\n\
|
|
184
|
-
imageSize.y = (temp - floor(temp)) * SHIFT_LEFT12;\n\
|
|
185
|
-
imageSize.x = floor(temp);\n\
|
|
186
|
-
\n\
|
|
187
|
-
vec2 adjustedST = v_textureCoordinates - v_textureCoordinateBounds.xy;\n\
|
|
188
|
-
adjustedST = adjustedST / vec2(v_textureCoordinateBounds.z - v_textureCoordinateBounds.x, v_textureCoordinateBounds.w - v_textureCoordinateBounds.y);\n\
|
|
189
|
-
\n\
|
|
190
|
-
float epsilonEyeDepth = v_compressed.x + czm_epsilon1;\n\
|
|
191
|
-
float globeDepth1 = getGlobeDepth(adjustedST, v_originTextureCoordinateAndTranslate.xy, applyTranslate, dimensions, imageSize);\n\
|
|
192
|
-
\n\
|
|
193
|
-
// negative values go into the screen\n\
|
|
194
|
-
if (globeDepth1 != 0.0 && globeDepth1 > epsilonEyeDepth)\n\
|
|
195
|
-
{\n\
|
|
196
|
-
float globeDepth2 = getGlobeDepth(adjustedST, vec2(0.0, 1.0), applyTranslate, dimensions, imageSize); // top left corner\n\
|
|
197
|
-
if (globeDepth2 != 0.0 && globeDepth2 > epsilonEyeDepth)\n\
|
|
198
|
-
{\n\
|
|
199
|
-
float globeDepth3 = getGlobeDepth(adjustedST, vec2(1.0, 1.0), applyTranslate, dimensions, imageSize); // top right corner\n\
|
|
200
|
-
if (globeDepth3 != 0.0 && globeDepth3 > epsilonEyeDepth)\n\
|
|
201
|
-
{\n\
|
|
202
|
-
discard;\n\
|
|
203
|
-
}\n\
|
|
204
|
-
}\n\
|
|
205
|
-
}\n\
|
|
206
|
-
}\n\
|
|
207
|
-
#endif\n\
|
|
208
|
-
\n\
|
|
209
213
|
}\n\
|
|
210
214
|
";
|