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- define(function() {
- "use strict";
- return "#ifdef WRITE_DEPTH\n\
- #ifdef GL_EXT_frag_depth\n\
- #extension GL_EXT_frag_depth : enable\n\
- #endif\n\
- #endif\n\
- \n\
- uniform vec3 u_radii;\n\
- uniform vec3 u_oneOverEllipsoidRadiiSquared;\n\
- \n\
- varying vec3 v_positionEC;\n\
- \n\
- vec4 computeEllipsoidColor(czm_ray ray, float intersection, float side)\n\
- {\n\
- vec3 positionEC = czm_pointAlongRay(ray, intersection);\n\
- vec3 positionMC = (czm_inverseModelView * vec4(positionEC, 1.0)).xyz;\n\
- vec3 geodeticNormal = normalize(czm_geodeticSurfaceNormal(positionMC, vec3(0.0), u_oneOverEllipsoidRadiiSquared));\n\
- vec3 sphericalNormal = normalize(positionMC / u_radii);\n\
- vec3 normalMC = geodeticNormal * side; // normalized surface normal (always facing the viewer) in model coordinates\n\
- vec3 normalEC = normalize(czm_normal * normalMC); // normalized surface normal in eye coordiantes\n\
- \n\
- vec2 st = czm_ellipsoidWgs84TextureCoordinates(sphericalNormal);\n\
- vec3 positionToEyeEC = -positionEC;\n\
- \n\
- czm_materialInput materialInput;\n\
- materialInput.s = st.s;\n\
- materialInput.st = st;\n\
- materialInput.str = (positionMC + u_radii) / u_radii;\n\
- materialInput.normalEC = normalEC;\n\
- materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);\n\
- materialInput.positionToEyeEC = positionToEyeEC;\n\
- czm_material material = czm_getMaterial(materialInput);\n\
- \n\
- #ifdef ONLY_SUN_LIGHTING\n\
- return czm_private_phong(normalize(positionToEyeEC), material);\n\
- #else\n\
- return czm_phong(normalize(positionToEyeEC), material);\n\
- #endif\n\
- }\n\
- \n\
- void main()\n\
- {\n\
- // PERFORMANCE_TODO: When dynamic branching is available, compute ratio of maximum and minimum radii\n\
- // in the vertex shader. Only when it is larger than some constant, march along the ray.\n\
- // Otherwise perform one intersection test which will be the common case.\n\
- \n\
- // Test if the ray intersects a sphere with the ellipsoid's maximum radius.\n\
- // For very oblate ellipsoids, using the ellipsoid's radii for an intersection test\n\
- // may cause false negatives. This will discard fragments before marching the ray forward.\n\
- float maxRadius = max(u_radii.x, max(u_radii.y, u_radii.z)) * 1.5;\n\
- vec3 direction = normalize(v_positionEC);\n\
- vec3 ellipsoidCenter = czm_modelView[3].xyz;\n\
- \n\
- float t1 = -1.0;\n\
- float t2 = -1.0;\n\
- \n\
- float b = -2.0 * dot(direction, ellipsoidCenter);\n\
- float c = dot(ellipsoidCenter, ellipsoidCenter) - maxRadius * maxRadius;\n\
- \n\
- float discriminant = b * b - 4.0 * c;\n\
- if (discriminant >= 0.0) {\n\
- t1 = (-b - sqrt(discriminant)) * 0.5;\n\
- t2 = (-b + sqrt(discriminant)) * 0.5;\n\
- }\n\
- \n\
- if (t1 < 0.0 && t2 < 0.0) {\n\
- discard;\n\
- }\n\
- \n\
- float t = min(t1, t2);\n\
- if (t < 0.0) {\n\
- t = 0.0;\n\
- }\n\
- \n\
- // March ray forward to intersection with larger sphere and find\n\
- // actual intersection point with ellipsoid.\n\
- czm_ellipsoid ellipsoid = czm_ellipsoidNew(ellipsoidCenter, u_radii);\n\
- czm_ray ray = czm_ray(t * direction, direction);\n\
- czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
- \n\
- if (czm_isEmpty(intersection))\n\
- {\n\
- discard;\n\
- }\n\
- \n\
- // If the viewer is outside, compute outsideFaceColor, with normals facing outward.\n\
- vec4 outsideFaceColor = (intersection.start != 0.0) ? computeEllipsoidColor(ray, intersection.start, 1.0) : vec4(0.0);\n\
- \n\
- // If the viewer either is inside or can see inside, compute insideFaceColor, with normals facing inward.\n\
- vec4 insideFaceColor = (outsideFaceColor.a < 1.0) ? computeEllipsoidColor(ray, intersection.stop, -1.0) : vec4(0.0);\n\
- \n\
- gl_FragColor = mix(insideFaceColor, outsideFaceColor, outsideFaceColor.a);\n\
- gl_FragColor.a = 1.0 - (1.0 - insideFaceColor.a) * (1.0 - outsideFaceColor.a);\n\
- \n\
- #ifdef WRITE_DEPTH\n\
- #ifdef GL_EXT_frag_depth\n\
- t = (intersection.start != 0.0) ? intersection.start : intersection.stop;\n\
- vec3 positionEC = czm_pointAlongRay(ray, t);\n\
- vec4 positionCC = czm_projection * vec4(positionEC, 1.0);\n\
- float z = positionCC.z / positionCC.w;\n\
- \n\
- float n = czm_depthRange.near;\n\
- float f = czm_depthRange.far;\n\
- \n\
- gl_FragDepthEXT = (z * (f - n) + f + n) * 0.5;\n\
- #endif\n\
- #endif\n\
- }\n\
- ";
- });
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