#ifdef QUANTIZATION_BITS12 attribute vec4 compressed0; attribute float compressed1; #else attribute vec4 position3DAndHeight; attribute vec4 textureCoordAndEncodedNormals; #endif uniform vec3 u_center3D; uniform mat4 u_modifiedModelView; uniform mat4 u_modifiedModelViewProjection; uniform vec4 u_tileRectangle; // Uniforms for 2D Mercator projection uniform vec2 u_southAndNorthLatitude; uniform vec2 u_southMercatorYAndOneOverHeight; varying vec3 v_positionMC; varying vec3 v_positionEC; varying vec3 v_textureCoordinates; varying vec3 v_normalMC; varying vec3 v_normalEC; #ifdef APPLY_MATERIAL varying float v_slope; varying float v_aspect; varying float v_height; #endif #if defined(FOG) || defined(GROUND_ATMOSPHERE) varying float v_distance; varying vec3 v_fogMieColor; varying vec3 v_fogRayleighColor; #endif // These functions are generated at runtime. vec4 getPosition(vec3 position, float height, vec2 textureCoordinates); float get2DYPositionFraction(vec2 textureCoordinates); vec4 getPosition3DMode(vec3 position, float height, vec2 textureCoordinates) { return u_modifiedModelViewProjection * vec4(position, 1.0); } float get2DMercatorYPositionFraction(vec2 textureCoordinates) { // The width of a tile at level 11, in radians and assuming a single root tile, is // 2.0 * czm_pi / pow(2.0, 11.0) // We want to just linearly interpolate the 2D position from the texture coordinates // when we're at this level or higher. The constant below is the expression // above evaluated and then rounded up at the 4th significant digit. const float maxTileWidth = 0.003068; float positionFraction = textureCoordinates.y; float southLatitude = u_southAndNorthLatitude.x; float northLatitude = u_southAndNorthLatitude.y; if (northLatitude - southLatitude > maxTileWidth) { float southMercatorY = u_southMercatorYAndOneOverHeight.x; float oneOverMercatorHeight = u_southMercatorYAndOneOverHeight.y; float currentLatitude = mix(southLatitude, northLatitude, textureCoordinates.y); currentLatitude = clamp(currentLatitude, -czm_webMercatorMaxLatitude, czm_webMercatorMaxLatitude); positionFraction = czm_latitudeToWebMercatorFraction(currentLatitude, southMercatorY, oneOverMercatorHeight); } return positionFraction; } float get2DGeographicYPositionFraction(vec2 textureCoordinates) { return textureCoordinates.y; } vec4 getPositionPlanarEarth(vec3 position, float height, vec2 textureCoordinates) { float yPositionFraction = get2DYPositionFraction(textureCoordinates); vec4 rtcPosition2D = vec4(height, mix(u_tileRectangle.st, u_tileRectangle.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0); return u_modifiedModelViewProjection * rtcPosition2D; } vec4 getPosition2DMode(vec3 position, float height, vec2 textureCoordinates) { return getPositionPlanarEarth(position, 0.0, textureCoordinates); } vec4 getPositionColumbusViewMode(vec3 position, float height, vec2 textureCoordinates) { return getPositionPlanarEarth(position, height, textureCoordinates); } vec4 getPositionMorphingMode(vec3 position, float height, vec2 textureCoordinates) { // We do not do RTC while morphing, so there is potential for jitter. // This is unlikely to be noticeable, though. vec3 position3DWC = position + u_center3D; float yPositionFraction = get2DYPositionFraction(textureCoordinates); vec4 position2DWC = vec4(height, mix(u_tileRectangle.st, u_tileRectangle.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0); vec4 morphPosition = czm_columbusViewMorph(position2DWC, vec4(position3DWC, 1.0), czm_morphTime); return czm_modelViewProjection * morphPosition; } #ifdef QUANTIZATION_BITS12 uniform vec2 u_minMaxHeight; uniform mat4 u_scaleAndBias; #endif void main() { #ifdef QUANTIZATION_BITS12 vec2 xy = czm_decompressTextureCoordinates(compressed0.x); vec2 zh = czm_decompressTextureCoordinates(compressed0.y); vec3 position = vec3(xy, zh.x); float height = zh.y; vec2 textureCoordinates = czm_decompressTextureCoordinates(compressed0.z); height = height * (u_minMaxHeight.y - u_minMaxHeight.x) + u_minMaxHeight.x; position = (u_scaleAndBias * vec4(position, 1.0)).xyz; #if (defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL)) && defined(INCLUDE_WEB_MERCATOR_Y) float webMercatorT = czm_decompressTextureCoordinates(compressed0.w).x; float encodedNormal = compressed1; #elif defined(INCLUDE_WEB_MERCATOR_Y) float webMercatorT = czm_decompressTextureCoordinates(compressed0.w).x; float encodedNormal = 0.0; #elif defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) float webMercatorT = textureCoordinates.y; float encodedNormal = compressed0.w; #else float webMercatorT = textureCoordinates.y; float encodedNormal = 0.0; #endif #else // A single float per element vec3 position = position3DAndHeight.xyz; float height = position3DAndHeight.w; vec2 textureCoordinates = textureCoordAndEncodedNormals.xy; #if (defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL)) && defined(INCLUDE_WEB_MERCATOR_Y) float webMercatorT = textureCoordAndEncodedNormals.z; float encodedNormal = textureCoordAndEncodedNormals.w; #elif defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL) float webMercatorT = textureCoordinates.y; float encodedNormal = textureCoordAndEncodedNormals.z; #elif defined(INCLUDE_WEB_MERCATOR_Y) float webMercatorT = textureCoordAndEncodedNormals.z; float encodedNormal = 0.0; #else float webMercatorT = textureCoordinates.y; float encodedNormal = 0.0; #endif #endif vec3 position3DWC = position + u_center3D; gl_Position = getPosition(position, height, textureCoordinates); v_textureCoordinates = vec3(textureCoordinates, webMercatorT); #if defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL) v_positionEC = (u_modifiedModelView * vec4(position, 1.0)).xyz; v_positionMC = position3DWC; // position in model coordinates vec3 normalMC = czm_octDecode(encodedNormal); v_normalMC = normalMC; v_normalEC = czm_normal3D * v_normalMC; #elif defined(SHOW_REFLECTIVE_OCEAN) || defined(ENABLE_DAYNIGHT_SHADING) || defined(GENERATE_POSITION) || defined(HDR) v_positionEC = (u_modifiedModelView * vec4(position, 1.0)).xyz; v_positionMC = position3DWC; // position in model coordinates #endif #if defined(FOG) || defined(GROUND_ATMOSPHERE) AtmosphereColor atmosFogColor = computeGroundAtmosphereFromSpace(position3DWC, false, vec3(0.0)); v_fogMieColor = atmosFogColor.mie; v_fogRayleighColor = atmosFogColor.rayleigh; v_distance = length((czm_modelView3D * vec4(position3DWC, 1.0)).xyz); #endif #ifdef APPLY_MATERIAL float northPoleZ = czm_ellipsoidRadii.z; vec3 northPolePositionMC = vec3(0.0, 0.0, northPoleZ); vec3 ellipsoidNormal = normalize(v_positionMC); // For a sphere this is correct, but not generally for an ellipsoid. vec3 vectorEastMC = normalize(cross(northPolePositionMC - v_positionMC, ellipsoidNormal)); float dotProd = abs(dot(ellipsoidNormal, v_normalMC)); v_slope = acos(dotProd); vec3 normalRejected = ellipsoidNormal * dotProd; vec3 normalProjected = v_normalMC - normalRejected; vec3 aspectVector = normalize(normalProjected); v_aspect = acos(dot(aspectVector, vectorEastMC)); float determ = dot(cross(vectorEastMC, aspectVector), ellipsoidNormal); v_aspect = czm_branchFreeTernary(determ < 0.0, 2.0 * czm_pi - v_aspect, v_aspect); v_height = height; #endif }