Add existing to tracked
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in vec2 v_textureCoordinates;
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uniform int u_polygonsLength;
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uniform int u_extentsLength;
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uniform highp sampler2D u_polygonTexture;
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uniform highp sampler2D u_extentsTexture;
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int getPolygonIndex(float dimension, vec2 coord) {
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vec2 uv = coord.xy * dimension;
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return int(floor(uv.y) * dimension + floor(uv.x));
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}
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vec2 getLookupUv(ivec2 dimensions, int i) {
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int pixY = i / dimensions.x;
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int pixX = i - (pixY * dimensions.x);
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float pixelWidth = 1.0 / float(dimensions.x);
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float pixelHeight = 1.0 / float(dimensions.y);
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float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel
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float v = (float(pixY) + 0.5) * pixelHeight;
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return vec2(u, v);
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}
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vec4 getExtents(int i) {
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return texture(u_extentsTexture, getLookupUv(textureSize(u_extentsTexture, 0), i));
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}
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ivec2 getPositionsLengthAndExtentsIndex(int i) {
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vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i);
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vec4 value = texture(u_polygonTexture, uv);
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return ivec2(int(value.x), int(value.y));
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}
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vec2 getPolygonPosition(int i) {
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vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i);
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return texture(u_polygonTexture, uv).xy;
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}
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vec2 getCoordinates(vec2 textureCoordinates, vec4 extents) {
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float latitude = mix(extents.x, extents.x + 1.0 / extents.z, textureCoordinates.y);
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float longitude = mix(extents.y, extents.y + 1.0 / extents.w, textureCoordinates.x);
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return vec2(latitude, longitude);
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}
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void main() {
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int lastPolygonIndex = 0;
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out_FragColor = vec4(1.0);
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// Get the relevant region of the texture
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float dimension = float(u_extentsLength);
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if (u_extentsLength > 2) {
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dimension = ceil(log2(float(u_extentsLength)));
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}
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int regionIndex = getPolygonIndex(dimension, v_textureCoordinates);
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if (regionIndex >= u_extentsLength) {
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return; // done (no polygons in this region)
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}
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for (int polygonIndex = 0; polygonIndex < u_polygonsLength; polygonIndex++) {
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ivec2 positionsLengthAndExtents = getPositionsLengthAndExtentsIndex(lastPolygonIndex);
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int positionsLength = positionsLengthAndExtents.x;
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int polygonExtentsIndex = positionsLengthAndExtents.y;
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lastPolygonIndex += 1;
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// Read the individual polygon extent (2 pixels: south/west, latRange/lonRange)
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vec2 extentsSouthWest = getPolygonPosition(lastPolygonIndex);
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vec2 extentsRange = getPolygonPosition(lastPolygonIndex + 1);
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vec4 polygonExtent = vec4(extentsSouthWest, extentsRange);
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lastPolygonIndex += 2;
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if (polygonExtentsIndex < regionIndex) {
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lastPolygonIndex += positionsLength;
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continue; // skip to next (TODO: could optimize further if we knew how many polygons to skip)
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} else if (polygonExtentsIndex > regionIndex) {
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break; // done (we know polygons are sorted by regionIndex)
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}
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// Only compute signed distance for the relevant part of the atlas
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float clipAmount = czm_infinity;
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vec4 extents = getExtents(polygonExtentsIndex);
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vec2 textureOffset = vec2(mod(float(polygonExtentsIndex), dimension), floor(float(polygonExtentsIndex) / dimension)) / dimension;
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vec2 p = getCoordinates((v_textureCoordinates - textureOffset) * dimension, extents); // current pixel position
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// Only consider polygons whos boundingbox includes current pixel (with a slight padding)
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float padding = 0.05; // 5% of polygon extents
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float polygonNorth = polygonExtent.x + polygonExtent.z;
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float polygonEast = polygonExtent.y + polygonExtent.w;
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float latPadding = padding * polygonExtent.z; // padding as fraction of latitude range
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float lonPadding = padding * polygonExtent.w; // padding as fraction of longitude range
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if (p.x < polygonExtent.x - latPadding || p.x > polygonNorth + latPadding ||
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p.y < polygonExtent.y - lonPadding || p.y > polygonEast + lonPadding) {
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lastPolygonIndex += positionsLength;
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continue; // skip to next
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}
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float s = 1.0;
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// Check each edge for absolute distance.
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// Cache the previous vertex to halve the texture reads per iteration.
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vec2 prev = getPolygonPosition(lastPolygonIndex + positionsLength - 1);
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for (int i = 0; i < positionsLength; i++) {
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vec2 a = getPolygonPosition(lastPolygonIndex + i);
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vec2 b = prev;
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prev = a;
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vec2 ab = b - a;
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vec2 pa = p - a;
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float t = dot(pa, ab) / dot(ab, ab);
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t = clamp(t, 0.0, 1.0);
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vec2 pq = pa - t * ab;
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float d = length(pq);
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// Inside / outside computation to determine sign
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bvec3 cond = bvec3(p.y >= a.y,
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p.y < b.y,
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ab.x * pa.y > ab.y * pa.x);
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if (all(cond) || all(not(cond))) s = -s;
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if (abs(d) < abs(clipAmount)) {
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clipAmount = d;
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}
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}
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// Normalize the range to [0,1]
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vec4 result = (s * vec4(clipAmount * length(extents.zw))) / 2.0 + 0.5;
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// In the case where we've iterated through multiple polygons, take the minimum
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out_FragColor = min(out_FragColor, result);
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lastPolygonIndex += positionsLength;
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}
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}
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