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Copy pathPolylineVS.glsl
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PolylineVS.glsl
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attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec3 position2DHigh;
attribute vec3 position2DLow;
attribute vec3 prevPosition3DHigh;
attribute vec3 prevPosition3DLow;
attribute vec3 prevPosition2DHigh;
attribute vec3 prevPosition2DLow;
attribute vec3 nextPosition3DHigh;
attribute vec3 nextPosition3DLow;
attribute vec3 nextPosition2DHigh;
attribute vec3 nextPosition2DLow;
attribute vec4 texCoordExpandAndBatchIndex;
varying vec2 v_st;
varying float v_width;
varying vec4 v_pickColor;
varying float v_polylineAngle;
void main()
{
float texCoord = texCoordExpandAndBatchIndex.x;
float expandDir = texCoordExpandAndBatchIndex.y;
bool usePrev = texCoordExpandAndBatchIndex.z < 0.0;
float batchTableIndex = texCoordExpandAndBatchIndex.w;
vec2 widthAndShow = batchTable_getWidthAndShow(batchTableIndex);
float width = widthAndShow.x + 0.5;
float show = widthAndShow.y;
if (width < 1.0)
{
show = 0.0;
}
vec4 pickColor = batchTable_getPickColor(batchTableIndex);
vec4 p, prev, next;
if (czm_morphTime == 1.0)
{
p = czm_translateRelativeToEye(position3DHigh.xyz, position3DLow.xyz);
prev = czm_translateRelativeToEye(prevPosition3DHigh.xyz, prevPosition3DLow.xyz);
next = czm_translateRelativeToEye(nextPosition3DHigh.xyz, nextPosition3DLow.xyz);
}
else if (czm_morphTime == 0.0)
{
p = czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy);
prev = czm_translateRelativeToEye(prevPosition2DHigh.zxy, prevPosition2DLow.zxy);
next = czm_translateRelativeToEye(nextPosition2DHigh.zxy, nextPosition2DLow.zxy);
}
else
{
p = czm_columbusViewMorph(
czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy),
czm_translateRelativeToEye(position3DHigh.xyz, position3DLow.xyz),
czm_morphTime);
prev = czm_columbusViewMorph(
czm_translateRelativeToEye(prevPosition2DHigh.zxy, prevPosition2DLow.zxy),
czm_translateRelativeToEye(prevPosition3DHigh.xyz, prevPosition3DLow.xyz),
czm_morphTime);
next = czm_columbusViewMorph(
czm_translateRelativeToEye(nextPosition2DHigh.zxy, nextPosition2DLow.zxy),
czm_translateRelativeToEye(nextPosition3DHigh.xyz, nextPosition3DLow.xyz),
czm_morphTime);
}
#ifdef DISTANCE_DISPLAY_CONDITION
vec3 centerHigh = batchTable_getCenterHigh(batchTableIndex);
vec4 centerLowAndRadius = batchTable_getCenterLowAndRadius(batchTableIndex);
vec3 centerLow = centerLowAndRadius.xyz;
float radius = centerLowAndRadius.w;
vec2 distanceDisplayCondition = batchTable_getDistanceDisplayCondition(batchTableIndex);
float lengthSq;
if (czm_sceneMode == czm_sceneMode2D)
{
lengthSq = czm_eyeHeight2D.y;
}
else
{
vec4 center = czm_translateRelativeToEye(centerHigh.xyz, centerLow.xyz);
lengthSq = max(0.0, dot(center.xyz, center.xyz) - radius * radius);
}
float nearSq = distanceDisplayCondition.x * distanceDisplayCondition.x;
float farSq = distanceDisplayCondition.y * distanceDisplayCondition.y;
if (lengthSq < nearSq || lengthSq > farSq)
{
show = 0.0;
}
#endif
float polylineAngle;
vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, polylineAngle);
gl_Position = czm_viewportOrthographic * positionWC * show;
v_st.s = texCoord;
v_st.t = czm_writeNonPerspective(clamp(expandDir, 0.0, 1.0), gl_Position.w);
v_width = width;
v_pickColor = pickColor;
v_polylineAngle = polylineAngle;
}