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Copy pathCloudCollectionVS.glsl
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CloudCollectionVS.glsl
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#ifdef INSTANCED
attribute vec2 direction;
#endif
attribute vec4 positionHighAndScaleX;
attribute vec4 positionLowAndScaleY;
attribute vec4 packedAttribute0;
attribute vec4 packedAttribute1;
attribute vec4 color;
varying vec2 v_offset;
varying vec3 v_maximumSize;
varying vec4 v_color;
varying float v_slice;
varying float v_brightness;
void main() {
// Unpack attributes.
vec3 positionHigh = positionHighAndScaleX.xyz;
vec3 positionLow = positionLowAndScaleY.xyz;
vec2 scale = vec2(positionHighAndScaleX.w, positionLowAndScaleY.w);
float show = packedAttribute0.x;
float brightness = packedAttribute0.y;
vec2 coordinates = packedAttribute0.wz;
vec3 maximumSize = packedAttribute1.xyz;
float slice = packedAttribute1.w;
#ifdef INSTANCED
vec2 dir = direction;
#else
vec2 dir = coordinates;
#endif
vec2 offset = dir - vec2(0.5, 0.5);
vec2 scaledOffset = scale * offset;
vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
vec4 positionEC = czm_modelViewRelativeToEye * p;
positionEC.xy += scaledOffset;
positionEC.xyz *= show;
gl_Position = czm_projection * positionEC;
v_offset = offset;
v_maximumSize = maximumSize;
v_color = color;
v_slice = slice;
v_brightness = brightness;
}