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Copy pathPolylineShadowVolumeMorphFS.glsl
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PolylineShadowVolumeMorphFS.glsl
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varying vec3 v_forwardDirectionEC;
varying vec3 v_texcoordNormalizationAndHalfWidth;
varying float v_batchId;
#ifdef PER_INSTANCE_COLOR
varying vec4 v_color;
#else
varying vec2 v_alignedPlaneDistances;
varying float v_texcoordT;
#endif
float rayPlaneDistanceUnsafe(vec3 origin, vec3 direction, vec3 planeNormal, float planeDistance) {
// We don't expect the ray to ever be parallel to the plane
return (-planeDistance - dot(planeNormal, origin)) / dot(planeNormal, direction);
}
void main(void)
{
vec4 eyeCoordinate = gl_FragCoord;
eyeCoordinate /= eyeCoordinate.w;
#ifdef PER_INSTANCE_COLOR
gl_FragColor = czm_gammaCorrect(v_color);
#else // PER_INSTANCE_COLOR
// Use distances for planes aligned with segment to prevent skew in dashing
float distanceFromStart = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, -v_forwardDirectionEC, v_forwardDirectionEC.xyz, v_alignedPlaneDistances.x);
float distanceFromEnd = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, v_forwardDirectionEC, -v_forwardDirectionEC.xyz, v_alignedPlaneDistances.y);
// Clamp - distance to aligned planes may be negative due to mitering
distanceFromStart = max(0.0, distanceFromStart);
distanceFromEnd = max(0.0, distanceFromEnd);
float s = distanceFromStart / (distanceFromStart + distanceFromEnd);
s = (s * v_texcoordNormalizationAndHalfWidth.x) + v_texcoordNormalizationAndHalfWidth.y;
czm_materialInput materialInput;
materialInput.s = s;
materialInput.st = vec2(s, v_texcoordT);
materialInput.str = vec3(s, v_texcoordT, 0.0);
czm_material material = czm_getMaterial(materialInput);
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#endif // PER_INSTANCE_COLOR
}