attribute vec3 position3DHigh; attribute vec3 position3DLow; attribute float batchId; #ifdef EXTRUDED_GEOMETRY attribute vec3 extrudeDirection; uniform float u_globeMinimumAltitude; #endif // EXTRUDED_GEOMETRY #ifdef PER_INSTANCE_COLOR varying vec4 v_color; #endif // PER_INSTANCE_COLOR #ifdef TEXTURE_COORDINATES #ifdef SPHERICAL varying vec4 v_sphericalExtents; #else // SPHERICAL varying vec2 v_inversePlaneExtents; varying vec4 v_westPlane; varying vec4 v_southPlane; #endif // SPHERICAL varying vec3 v_uvMinAndSphericalLongitudeRotation; varying vec3 v_uMaxAndInverseDistance; varying vec3 v_vMaxAndInverseDistance; #endif // TEXTURE_COORDINATES #if defined(TEXTURE_COORDINATES) && !defined(SPHERICAL) && defined(UINT8_PACKING) vec4 clampAndMagnitude(vec4 sd) { vec4 d = sd; d.x = czm_branchFreeTernary(sd.x < 128.0, d.x, (255.0 - sd.x)); d.x = floor(0.5 + d.x); d.y = floor(0.5 + d.y); d.z = floor(0.5 + d.z); d.w = floor(0.5 + d.w); return d; } float unpackLowLessThan100k(vec4 sd) { vec4 d = clampAndMagnitude(sd); return (1000.0 * d.x + 10.0 * d.y + 0.1 * d.z + 0.001 * d.w) * czm_branchFreeTernary(sd.x < 128.0, 1.0, -1.0); } vec3 southwest_LOW(vec4 x, vec4 y, vec4 z) { vec3 value; value.x = unpackLowLessThan100k(x); value.y = unpackLowLessThan100k(y); value.z = unpackLowLessThan100k(z); return value; } float unpackHighMagLessThan100Million(vec4 sd) { vec4 d = clampAndMagnitude(sd); return (1000000.0 * d.x + 10000.0 * d.y + 100.0 * d.z + d.w) * czm_branchFreeTernary(sd.x < 128.0, 1.0, -1.0); } vec3 southwest_HIGH(vec4 x, vec4 y, vec4 z) { vec3 value; value.x = unpackHighMagLessThan100Million(x); value.y = unpackHighMagLessThan100Million(y); value.z = unpackHighMagLessThan100Million(z); return value; } #ifdef COLUMBUS_VIEW_2D vec4 unpackPlanes2D_HIGH(vec4 x, vec4 y, vec4 z, vec4 w) { vec4 value; value.x = unpackHighMagLessThan100Million(x); value.y = unpackHighMagLessThan100Million(y); value.z = unpackHighMagLessThan100Million(z); value.w = unpackHighMagLessThan100Million(w); return value; } vec4 unpackPlanes2D_LOW(vec4 x, vec4 y, vec4 z, vec4 w) { vec4 value; value.x = unpackLowLessThan100k(x); value.y = unpackLowLessThan100k(y); value.z = unpackLowLessThan100k(z); value.w = unpackLowLessThan100k(w); return value; } #else float unpackLowLessThan1000k(vec4 sd) { vec4 d = clampAndMagnitude(sd); return (10000.0 * d.x + 100.0 * d.y + d.z + 0.01 * d.w) * czm_branchFreeTernary(sd.x < 128.0, 1.0, -1.0); } vec3 unpackExtent(vec4 x, vec4 y, vec4 z) { vec3 value; value.x = unpackLowLessThan1000k(x); value.y = unpackLowLessThan1000k(y); value.z = unpackLowLessThan1000k(z); return value; } #endif #endif void main() { vec4 position = czm_computePosition(); #ifdef EXTRUDED_GEOMETRY float delta = min(u_globeMinimumAltitude, czm_geometricToleranceOverMeter * length(position.xyz)); delta *= czm_sceneMode == czm_sceneMode3D ? 1.0 : 0.0; //extrudeDirection is zero for the top layer position = position + vec4(extrudeDirection * delta, 0.0); #endif #ifdef TEXTURE_COORDINATES #ifdef SPHERICAL v_sphericalExtents = czm_batchTable_sphericalExtents(batchId); v_uvMinAndSphericalLongitudeRotation.z = czm_batchTable_longitudeRotation(batchId); #else // SPHERICAL #ifdef COLUMBUS_VIEW_2D #ifdef UINT8_PACKING vec4 planes2D_high = unpackPlanes2D_HIGH(czm_batchTable_planes2D_HIGH_x(batchId), czm_batchTable_planes2D_HIGH_y(batchId), czm_batchTable_planes2D_HIGH_z(batchId), czm_batchTable_planes2D_HIGH_w(batchId)); vec4 planes2D_low = unpackPlanes2D_LOW(czm_batchTable_planes2D_LOW_x(batchId), czm_batchTable_planes2D_LOW_y(batchId), czm_batchTable_planes2D_LOW_z(batchId), czm_batchTable_planes2D_LOW_w(batchId)); #else // UINT8_PACKING vec4 planes2D_high = czm_batchTable_planes2D_HIGH(batchId); vec4 planes2D_low = czm_batchTable_planes2D_LOW(batchId); #endif // UINT8_PACKING // If the primitive is split across the IDL (planes2D_high.x > planes2D_high.w): // - If this vertex is on the east side of the IDL (position3DLow.y > 0.0, comparison with position3DHigh may produce artifacts) // - existing "east" is on the wrong side of the world, far away (planes2D_high/low.w) // - so set "east" as beyond the eastmost extent of the projection (idlSplitNewPlaneHiLow) vec2 idlSplitNewPlaneHiLow = vec2(EAST_MOST_X_HIGH - (WEST_MOST_X_HIGH - planes2D_high.w), EAST_MOST_X_LOW - (WEST_MOST_X_LOW - planes2D_low.w)); bool idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y > 0.0; planes2D_high.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.w); planes2D_low.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.w); // - else, if this vertex is on the west side of the IDL (position3DLow.y < 0.0) // - existing "west" is on the wrong side of the world, far away (planes2D_high/low.x) // - so set "west" as beyond the westmost extent of the projection (idlSplitNewPlaneHiLow) idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y < 0.0; idlSplitNewPlaneHiLow = vec2(WEST_MOST_X_HIGH - (EAST_MOST_X_HIGH - planes2D_high.x), WEST_MOST_X_LOW - (EAST_MOST_X_LOW - planes2D_low.x)); planes2D_high.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.x); planes2D_low.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.x); vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.xy), vec3(0.0, planes2D_low.xy))).xyz; vec3 northWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.x, planes2D_high.z), vec3(0.0, planes2D_low.x, planes2D_low.z))).xyz; vec3 southEastCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.w, planes2D_high.y), vec3(0.0, planes2D_low.w, planes2D_low.y))).xyz; #else // COLUMBUS_VIEW_2D // 3D case has smaller "plane extents," so planes encoded as a 64 bit position and 2 vec3s for distances/direction #ifdef UINT8_PACKING vec3 low = southwest_LOW(czm_batchTable_southWest_LOW_x(batchId), czm_batchTable_southWest_LOW_y(batchId), czm_batchTable_southWest_LOW_z(batchId)); vec3 high = southwest_HIGH(czm_batchTable_southWest_HIGH_x(batchId), czm_batchTable_southWest_HIGH_y(batchId), czm_batchTable_southWest_HIGH_z(batchId)); vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(high, low)).xyz; vec3 northWestCorner = czm_normal * unpackExtent( czm_batchTable_northward_x(batchId), czm_batchTable_northward_y(batchId), czm_batchTable_northward_z(batchId)) + southWestCorner; vec3 southEastCorner = czm_normal * unpackExtent( czm_batchTable_eastward_x(batchId), czm_batchTable_eastward_y(batchId), czm_batchTable_eastward_z(batchId)) + southWestCorner; #else // UINT8_PACKING vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(czm_batchTable_southWest_HIGH(batchId), czm_batchTable_southWest_LOW(batchId))).xyz; vec3 northWestCorner = czm_normal * czm_batchTable_northward(batchId) + southWestCorner; vec3 southEastCorner = czm_normal * czm_batchTable_eastward(batchId) + southWestCorner; #endif // UINT8_PACKING #endif // COLUMBUS_VIEW_2D vec3 eastWard = southEastCorner - southWestCorner; float eastExtent = length(eastWard); eastWard /= eastExtent; vec3 northWard = northWestCorner - southWestCorner; float northExtent = length(northWard); northWard /= northExtent; v_westPlane = vec4(eastWard, -dot(eastWard, southWestCorner)); v_southPlane = vec4(northWard, -dot(northWard, southWestCorner)); v_inversePlaneExtents = vec2(1.0 / eastExtent, 1.0 / northExtent); #endif // SPHERICAL vec4 uvMinAndExtents = czm_batchTable_uvMinAndExtents(batchId); vec4 uMaxVmax = czm_batchTable_uMaxVmax(batchId); v_uMaxAndInverseDistance = vec3(uMaxVmax.xy, uvMinAndExtents.z); v_vMaxAndInverseDistance = vec3(uMaxVmax.zw, uvMinAndExtents.w); v_uvMinAndSphericalLongitudeRotation.xy = uvMinAndExtents.xy; #endif // TEXTURE_COORDINATES #ifdef PER_INSTANCE_COLOR v_color = czm_batchTable_color(batchId); #endif gl_Position = czm_depthClampFarPlane(czm_modelViewProjectionRelativeToEye * position); }