Add existing to tracked
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//This file is automatically rebuilt by the Cesium build process.
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export default "uniform float u_maxTotalPointSize;\n\
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\n\
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in vec4 positionHighAndSize;\n\
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in vec4 positionLowAndOutline;\n\
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in vec4 compressedAttribute0; // color, outlineColor, pick color\n\
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in vec4 compressedAttribute1; // show, translucency by distance, some free space\n\
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in vec4 scaleByDistance; // near, nearScale, far, farScale\n\
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in vec4 distanceDisplayConditionAndDisableDepthAndSplitDirection; // near, far, disableDepthTestDistance, splitDirection\n\
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\n\
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out vec4 v_color;\n\
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out vec4 v_outlineColor;\n\
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out float v_innerPercent;\n\
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out float v_pixelDistance;\n\
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out vec4 v_pickColor;\n\
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out float v_splitDirection;\n\
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\n\
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const float SHIFT_LEFT8 = 256.0;\n\
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const float SHIFT_RIGHT8 = 1.0 / 256.0;\n\
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\n\
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void main()\n\
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{\n\
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// Modifying this shader may also require modifications to PointPrimitive._computeScreenSpacePosition\n\
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\n\
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// unpack attributes\n\
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vec3 positionHigh = positionHighAndSize.xyz;\n\
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vec3 positionLow = positionLowAndOutline.xyz;\n\
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float outlineWidthBothSides = 2.0 * positionLowAndOutline.w;\n\
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float totalSize = positionHighAndSize.w + outlineWidthBothSides;\n\
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float outlinePercent = outlineWidthBothSides / totalSize;\n\
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// Scale in response to browser-zoom.\n\
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totalSize *= czm_pixelRatio;\n\
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\n\
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float temp = compressedAttribute1.x * SHIFT_RIGHT8;\n\
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float show = floor(temp);\n\
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\n\
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#ifdef EYE_DISTANCE_TRANSLUCENCY\n\
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vec4 translucencyByDistance;\n\
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translucencyByDistance.x = compressedAttribute1.z;\n\
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translucencyByDistance.z = compressedAttribute1.w;\n\
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\n\
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translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;\n\
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\n\
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temp = compressedAttribute1.y * SHIFT_RIGHT8;\n\
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translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;\n\
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#endif\n\
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\n\
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///////////////////////////////////////////////////////////////////////////\n\
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\n\
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vec4 color = czm_decodeRGB8(compressedAttribute0.x);\n\
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vec4 outlineColor = czm_decodeRGB8(compressedAttribute0.y);\n\
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vec4 pickColor = czm_decodeRGB8(compressedAttribute0.z);\n\
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vec4 alphaPacked = czm_decodeRGB8(compressedAttribute0.w);\n\
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\n\
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color.a = alphaPacked.x;\n\
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outlineColor.a = alphaPacked.y;\n\
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pickColor.a = alphaPacked.z;\n\
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\n\
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///////////////////////////////////////////////////////////////////////////\n\
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\n\
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vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);\n\
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vec4 positionEC = czm_modelViewRelativeToEye * p;\n\
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\n\
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///////////////////////////////////////////////////////////////////////////\n\
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\n\
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#if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE)\n\
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float lengthSq;\n\
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if (czm_sceneMode == czm_sceneMode2D)\n\
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{\n\
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// 2D camera distance is a special case\n\
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// treat all billboards as flattened to the z=0.0 plane\n\
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lengthSq = czm_eyeHeight2D.y;\n\
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}\n\
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else\n\
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{\n\
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lengthSq = dot(positionEC.xyz, positionEC.xyz);\n\
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}\n\
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#endif\n\
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\n\
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#ifdef EYE_DISTANCE_SCALING\n\
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totalSize *= czm_nearFarScalar(scaleByDistance, lengthSq);\n\
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#endif\n\
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if (totalSize > 0.0) {\n\
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// Add padding for anti-aliasing on both sides.\n\
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totalSize += 3.0;\n\
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}\n\
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\n\
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// Clamp to max point size.\n\
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totalSize = min(totalSize, u_maxTotalPointSize);\n\
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// If size is too small, push vertex behind near plane for clipping.\n\
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// Note that context.minimumAliasedPointSize \"will be at most 1.0\".\n\
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if (totalSize < 1.0)\n\
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{\n\
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positionEC.xyz = vec3(0.0);\n\
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totalSize = 1.0;\n\
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}\n\
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\n\
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float translucency = 1.0;\n\
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#ifdef EYE_DISTANCE_TRANSLUCENCY\n\
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translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);\n\
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// push vertex behind near plane for clipping\n\
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if (translucency < 0.004)\n\
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{\n\
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positionEC.xyz = vec3(0.0);\n\
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}\n\
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#endif\n\
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\n\
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#ifdef DISTANCE_DISPLAY_CONDITION\n\
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float nearSq = distanceDisplayConditionAndDisableDepthAndSplitDirection.x;\n\
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float farSq = distanceDisplayConditionAndDisableDepthAndSplitDirection.y;\n\
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if (lengthSq < nearSq || lengthSq > farSq) {\n\
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// push vertex behind camera to force it to be clipped\n\
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positionEC.xyz = vec3(0.0, 0.0, 1.0);\n\
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}\n\
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#endif\n\
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\n\
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gl_Position = czm_projection * positionEC;\n\
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czm_vertexLogDepth();\n\
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\n\
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#ifdef DISABLE_DEPTH_DISTANCE\n\
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float disableDepthTestDistance = distanceDisplayConditionAndDisableDepthAndSplitDirection.z;\n\
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if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0)\n\
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{\n\
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disableDepthTestDistance = czm_minimumDisableDepthTestDistance;\n\
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}\n\
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\n\
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if (disableDepthTestDistance != 0.0)\n\
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{\n\
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// Don't try to \"multiply both sides\" by w. Greater/less-than comparisons won't work for negative values of w.\n\
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float zclip = gl_Position.z / gl_Position.w;\n\
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bool clipped = (zclip < -1.0 || zclip > 1.0);\n\
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if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance)))\n\
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{\n\
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// Position z on the near plane.\n\
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gl_Position.z = -gl_Position.w;\n\
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#ifdef LOG_DEPTH\n\
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czm_vertexLogDepth(vec4(czm_currentFrustum.x));\n\
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#endif\n\
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}\n\
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}\n\
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#endif\n\
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\n\
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v_color = color;\n\
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v_color.a *= translucency * show;\n\
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v_outlineColor = outlineColor;\n\
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v_outlineColor.a *= translucency * show;\n\
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\n\
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v_innerPercent = 1.0 - outlinePercent;\n\
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v_pixelDistance = 2.0 / totalSize;\n\
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gl_PointSize = totalSize * show;\n\
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gl_Position *= show;\n\
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\n\
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v_pickColor = pickColor;\n\
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v_splitDirection = distanceDisplayConditionAndDisableDepthAndSplitDirection.w;\n\
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}\n\
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";
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