1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162 |
- //This file is automatically rebuilt by the Cesium build process.
- /*global define*/
- define(function() {
- "use strict";
- return "uniform float u_glowLengthTS;\n\
- uniform float u_radiusTS;\n\
- \n\
- varying vec2 v_textureCoordinates;\n\
- \n\
- vec2 rotate(vec2 p, vec2 direction)\n\
- {\n\
- return vec2(p.x * direction.x - p.y * direction.y, p.x * direction.y + p.y * direction.x);\n\
- }\n\
- \n\
- vec4 addBurst(vec2 position, vec2 direction)\n\
- {\n\
- vec2 rotatedPosition = rotate(position, direction) * vec2(25.0, 0.75);\n\
- float radius = length(rotatedPosition);\n\
- float burst = 1.0 - smoothstep(0.0, 0.55, radius);\n\
- \n\
- return vec4(burst);\n\
- }\n\
- \n\
- void main()\n\
- {\n\
- vec2 position = v_textureCoordinates - vec2(0.5);\n\
- float radius = length(position);\n\
- float surface = step(radius, u_radiusTS);\n\
- vec4 color = vec4(1.0, 1.0, surface + 0.2, surface);\n\
- \n\
- float glow = 1.0 - smoothstep(0.0, 0.55, radius);\n\
- color.ba += mix(vec2(0.0), vec2(1.0), glow) * 0.75;\n\
- \n\
- vec4 burst = vec4(0.0);\n\
- \n\
- // The following loop has been manually unrolled for speed, to\n\
- // avoid sin() and cos().\n\
- //\n\
- //for (float i = 0.4; i < 3.2; i += 1.047) {\n\
- // vec2 direction = vec2(sin(i), cos(i));\n\
- // burst += 0.4 * addBurst(position, direction);\n\
- //\n\
- // direction = vec2(sin(i - 0.08), cos(i - 0.08));\n\
- // burst += 0.3 * addBurst(position, direction);\n\
- //}\n\
- \n\
- burst += 0.4 * addBurst(position, vec2(0.38942, 0.92106)); // angle == 0.4\n\
- burst += 0.4 * addBurst(position, vec2(0.99235, 0.12348)); // angle == 0.4 + 1.047\n\
- burst += 0.4 * addBurst(position, vec2(0.60327, -0.79754)); // angle == 0.4 + 1.047 * 2.0\n\
- \n\
- burst += 0.3 * addBurst(position, vec2(0.31457, 0.94924)); // angle == 0.4 - 0.08\n\
- burst += 0.3 * addBurst(position, vec2(0.97931, 0.20239)); // angle == 0.4 + 1.047 - 0.08\n\
- burst += 0.3 * addBurst(position, vec2(0.66507, -0.74678)); // angle == 0.4 + 1.047 * 2.0 - 0.08\n\
- \n\
- // End of manual loop unrolling.\n\
- \n\
- color += clamp(burst, vec4(0.0), vec4(1.0)) * 0.15;\n\
- \n\
- gl_FragColor = clamp(color, vec4(0.0), vec4(1.0));\n\
- }\n\
- ";
- });
|