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casc-cesium

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Vue 3.x components for CesiumJS.

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var shaderSource = ` uniform sampler2D colorTexture; uniform sampler2D depthTexture; varying vec2 v_textureCoordinates; uniform vec4 u_scanCenterEC; uniform vec3 u_scanPlaneNormalEC; uniform float u_radius; uniform vec4 u_scanColor; vec4 toEye(in vec2 uv, in float depth) { vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0)); vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0); posInCamera =posInCamera / posInCamera.w; return posInCamera; } vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point) { vec3 v01 = point -planeOrigin; float d = dot(planeNormal, v01) ; return (point - planeNormal * d); } float getDepth(in vec4 depth) { float z_window = czm_unpackDepth(depth); z_window = czm_reverseLogDepth(z_window); float n_range = czm_depthRange.near; float f_range = czm_depthRange.far; return (2.0 * z_window - n_range - f_range) / (f_range - n_range); } void main() { gl_FragColor = texture2D(colorTexture, v_textureCoordinates); float depth = getDepth( texture2D(depthTexture, v_textureCoordinates)); vec4 viewPos = toEye(v_textureCoordinates, depth); vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz); float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz); if(dis < u_radius) { float f = 1.0 -abs(u_radius - dis) / u_radius; f = pow(f, 4.0); gl_FragColor = mix(gl_FragColor, u_scanColor, f); } } `; export { shaderSource as default }; //# sourceMappingURL=CircleScan.mjs.map