Add existing to tracked

This commit is contained in:
Jay
2026-08-11 09:53:42 -04:00
parent afe07f3055
commit ffd6e3d73c
8531 changed files with 4396230 additions and 0 deletions
+212
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uniform sampler2D u_atlas;
uniform float u_coarseDepthTestDistance;
uniform float u_threePointDepthTestDistance;
#ifdef VECTOR_TILE
uniform vec4 u_highlightColor;
#endif
in vec2 v_textureCoordinates;
in vec4 v_pickColor;
in vec4 v_color;
flat in vec2 v_splitDirectionAndEllipsoidDepthEC;
#ifdef SDF
in vec4 v_outlineColor;
in float v_outlineWidth;
#endif
in vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
const float SHIFT_LEFT1 = 2.0;
const float SHIFT_RIGHT1 = 1.0 / 2.0;
float getGlobeDepthAtCoords(vec2 st)
{
float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, st));
if (logDepthOrDepth == 0.0)
{
return 0.0; // not on the globe
}
vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
return eyeCoordinate.z / eyeCoordinate.w;
}
#ifdef SDF
// Get the distance from the edge of a glyph at a given position sampling an SDF texture.
float getDistance(vec2 position)
{
return texture(u_atlas, position).r;
}
// Samples the sdf texture at the given position and produces a color based on the fill color and the outline.
vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smoothing)
{
float distance = getDistance(position);
if (outlineWidth > 0.0)
{
// Don't get the outline edge exceed the SDF_EDGE
float outlineEdge = clamp(SDF_EDGE - outlineWidth, 0.0, SDF_EDGE);
float outlineFactor = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
vec4 sdfColor = mix(outlineColor, v_color, outlineFactor);
float alpha = smoothstep(outlineEdge - smoothing, outlineEdge + smoothing, distance);
return vec4(sdfColor.rgb, sdfColor.a * alpha);
}
else
{
float alpha = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
return vec4(v_color.rgb, v_color.a * alpha);
}
}
#endif
bool getDepthTestEnabled() {
float temp = v_compressed.y;
temp = temp * SHIFT_RIGHT1;
float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;
return temp2 != 0.0;
}
float getRelativeEyeDepth(float eyeDepth, float distanceToEllipsoid, float epsilon) {
float depthDifferential = eyeDepth - distanceToEllipsoid;
float depthRatio = abs(depthDifferential / distanceToEllipsoid);
if (depthRatio < epsilon) {
// The approximations are imprecise, so use an epsilon check for small value differences and assume a value of 0.0
return 0.0;
}
return depthDifferential;
}
// Extra manual depth testing is done to allow more control over how a billboard is occluded
// by the globe when near and far from the camera.
void doDepthTest(float eyeDepth, float globeDepth) {
#ifdef VS_THREE_POINT_DEPTH_CHECK
// Since discarding vertices is not possible, the vertex shader sets eyeDepth to 0 to indicate the depth test failed. Apply the discard here.
if (eyeDepth > -u_threePointDepthTestDistance) {
if (eyeDepth == 0.0) {
discard;
}
return;
}
#endif
bool useGlobeDepth = eyeDepth > -u_coarseDepthTestDistance;
if (useGlobeDepth && globeDepth == 0.0) {
// Pixel is not on the globe, so there is no distance to compare against. Pass.
return;
}
// If the camera is close, compare against the globe depth texture that includes depth from the 3D tile pass.
if (useGlobeDepth && getRelativeEyeDepth(eyeDepth, globeDepth, czm_epsilon1) < 0.0) {
discard;
}
}
#ifdef LOG_DEPTH
void writeDepth(float eyeDepth, float globeDepth, float distanceToEllipsoid) {
// If we've made it here, the manual depth test above determined that this fragment should be visible.
// But the automatic depth test must still run in order to write the result to the depth buffer, and its results may
// disagree with our manual depth test's results. To prefer our manual results when in front of the globe, apply an offset towards the camera.
float depthArg = v_depthFromNearPlusOne;
if (globeDepth != 0.0 && getRelativeEyeDepth(eyeDepth, distanceToEllipsoid, czm_epsilon3) > 0.0) {
float globeDepthFromNearPlusOne = (-globeDepth - czm_currentFrustum.x) + 1.0;
float nudge = max(globeDepthFromNearPlusOne * 5e-6, czm_epsilon7);
float globeOnTop = max(1.0, globeDepthFromNearPlusOne - nudge);
depthArg = min(depthArg, globeOnTop);
}
czm_writeLogDepth(depthArg);
}
#endif
void main()
{
if (v_splitDirectionAndEllipsoidDepthEC.x < 0.0 && gl_FragCoord.x > czm_splitPosition) {
discard;
}
if (v_splitDirectionAndEllipsoidDepthEC.x > 0.0 && gl_FragCoord.x < czm_splitPosition) {
discard;
}
if (getDepthTestEnabled()) {
vec2 fragSt = gl_FragCoord.xy / czm_viewport.zw;
float eyeDepth = v_compressed.x;
float globeDepth = getGlobeDepthAtCoords(fragSt);
float distanceToEllipsoid = -v_splitDirectionAndEllipsoidDepthEC.y;
doDepthTest(eyeDepth, globeDepth);
#ifdef LOG_DEPTH
writeDepth(eyeDepth, globeDepth, distanceToEllipsoid);
#endif
}
vec4 color = texture(u_atlas, v_textureCoordinates);
#ifdef SDF
float outlineWidth = v_outlineWidth;
vec4 outlineColor = v_outlineColor;
// Get the current distance
float distance = getDistance(v_textureCoordinates);
#if (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))
float smoothing = fwidth(distance);
// Get an offset that is approximately half the distance to the neighbor pixels
// 0.354 is approximately half of 1/sqrt(2)
vec2 sampleOffset = 0.354 * vec2(dFdx(v_textureCoordinates) + dFdy(v_textureCoordinates));
// Sample the center point
vec4 center = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
// Sample the 4 neighbors
vec4 color1 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
vec4 color2 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
vec4 color3 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
vec4 color4 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
// Equally weight the center sample and the 4 neighboring samples
color = (center + color1 + color2 + color3 + color4)/5.0;
#else
// If no derivatives available (IE 10?), just do a single sample
float smoothing = 1.0/32.0;
color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
#endif
color = czm_gammaCorrect(color);
#else
color = czm_gammaCorrect(color);
color *= czm_gammaCorrect(v_color);
#endif
// Fully transparent parts of the billboard are not pickable.
#if !defined(OPAQUE) && !defined(TRANSLUCENT)
if (color.a < 0.005) // matches 0/255 and 1/255
{
discard;
}
#else
// The billboard is rendered twice. The opaque pass discards translucent fragments
// and the translucent pass discards opaque fragments.
#ifdef OPAQUE
if (color.a < 0.995) // matches < 254/255
{
discard;
}
#else
if (color.a >= 0.995) // matches 254/255 and 255/255
{
discard;
}
#endif
#endif
#ifdef VECTOR_TILE
color *= u_highlightColor;
#endif
out_FragColor = color;
}