@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
52 lines (51 loc) • 2.01 kB
JavaScript
//This file is automatically rebuilt by the Cesium build process.
export default "void filterByPassType(vec4 featureColor)\n\
{\n\
bool styleTranslucent = (featureColor.a != 1.0);\n\
// Only render translucent features in the translucent pass (if the style or the original command has translucency).\n\
if (czm_pass == czm_passTranslucent && !styleTranslucent && !model_commandTranslucent)\n\
{ \n\
// If the model has a translucent silhouette, it needs to render during the silhouette color command,\n\
// (i.e. the command where model_silhouettePass = true), even if the model isn't translucent.\n\
#ifdef HAS_SILHOUETTE\n\
if(!model_silhouettePass) {\n\
discard;\n\
}\n\
#else\n\
discard;\n\
#endif\n\
}\n\
// If the current pass is not the translucent pass and the style is not translucent, don't render the feature.\n\
else if (czm_pass != czm_passTranslucent && styleTranslucent)\n\
{\n\
discard;\n\
}\n\
}\n\
\n\
void cpuStylingStage(inout czm_modelMaterial material, SelectedFeature feature)\n\
{\n\
vec4 featureColor = feature.color;\n\
if (featureColor.a == 0.0)\n\
{\n\
discard;\n\
}\n\
\n\
// If a feature ID vertex attribute is used, the pass type filter is applied in the vertex shader.\n\
// So, we only apply in in the fragment shader if the feature ID texture is used.\n\
#if defined(HAS_SELECTED_FEATURE_ID_TEXTURE) && !defined(HAS_CLASSIFICATION)\n\
filterByPassType(featureColor);\n\
#endif\n\
\n\
featureColor = czm_gammaCorrect(featureColor);\n\
\n\
// Classification models compute the diffuse differently.\n\
#ifdef HAS_CLASSIFICATION\n\
material.diffuse = featureColor.rgb * featureColor.a;\n\
#else\n\
float highlight = ceil(model_colorBlend);\n\
material.diffuse *= mix(featureColor.rgb, vec3(1.0), highlight);\n\
#endif\n\
\n\
material.alpha *= featureColor.a;\n\
}\n\
";