vue-cesium-jyt
Version:
Vue 3.x components for CesiumJS.
126 lines (124 loc) • 4.91 kB
JavaScript
var fragmentShader = `
#define USE_CUBE_MAP_SHADOW true
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
varying vec2 v_textureCoordinates;
uniform mat4 camera_projection_matrix;
uniform mat4 camera_view_matrix;
uniform samplerCube shadowMap_textureCube;
uniform mat4 shadowMap_matrix;
uniform vec4 shadowMap_lightPositionEC;
uniform vec4 shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness;
uniform vec4 shadowMap_texelSizeDepthBiasAndNormalShadingSmooth;
uniform float vc_viewDistance;
uniform vec4 vc_visibleAreaColor;
uniform vec4 vc_invisibleAreaColor;
struct zx_shadowParameters
{
vec3 texCoords;
float depthBias;
float depth;
float nDotL;
vec2 texelStepSize;
float normalShadingSmooth;
float darkness;
};
float czm_shadowVisibility(samplerCube shadowMap, zx_shadowParameters shadowParameters)
{
float depthBias = shadowParameters.depthBias;
float depth = shadowParameters.depth;
float nDotL = shadowParameters.nDotL;
float normalShadingSmooth = shadowParameters.normalShadingSmooth;
float darkness = shadowParameters.darkness;
vec3 uvw = shadowParameters.texCoords;
depth -= depthBias;
float visibility = czm_shadowDepthCompare(shadowMap, uvw, depth);
return czm_private_shadowVisibility(visibility, nDotL, normalShadingSmooth, darkness);
}
vec4 getPositionEC(){
return czm_windowToEyeCoordinates(gl_FragCoord);
}
vec3 getNormalEC(){
return vec3(1.);
}
vec4 toEye(in vec2 uv,in float depth){
vec2 xy=vec2((uv.x*2.-1.),(uv.y*2.-1.));
vec4 posInCamera=czm_inverseProjection*vec4(xy,depth,1.);
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.*z_window-n_range-f_range)/(f_range-n_range);
}
float shadow(in vec4 positionEC){
vec3 normalEC=getNormalEC();
zx_shadowParameters shadowParameters;
shadowParameters.texelStepSize=shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.xy;
shadowParameters.depthBias=shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.z;
shadowParameters.normalShadingSmooth=shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.w;
shadowParameters.darkness=shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.w;
vec3 directionEC=positionEC.xyz-shadowMap_lightPositionEC.xyz;
float distance=length(directionEC);
directionEC=normalize(directionEC);
float radius=shadowMap_lightPositionEC.w;
if(distance>radius)
{
return 2.0;
}
vec3 directionWC=czm_inverseViewRotation*directionEC;
shadowParameters.depth=distance/radius-0.0003;
shadowParameters.nDotL=clamp(dot(normalEC,-directionEC),0.,1.);
shadowParameters.texCoords=directionWC;
float visibility=czm_shadowVisibility(shadowMap_textureCube,shadowParameters);
return visibility;
}
bool visible(in vec4 result)
{
result.x/=result.w;
result.y/=result.w;
result.z/=result.w;
return result.x>=-1.&&result.x<=1.
&&result.y>=-1.&&result.y<=1.
&&result.z>=-1.&&result.z<=1.;
}
void main(){
// \u91C9\u8272 = \u7ED3\u6784\u4E8C\u7EF4(\u989C\u8272\u7EB9\u7406, \u7EB9\u7406\u5750\u6807)
gl_FragColor = texture2D(colorTexture, v_textureCoordinates);
// \u6DF1\u5EA6 = \u83B7\u53D6\u6DF1\u5EA6(\u7ED3\u6784\u4E8C\u7EF4(\u6DF1\u5EA6\u7EB9\u7406, \u7EB9\u7406\u5750\u6807))
float depth = getDepth(texture2D(depthTexture, v_textureCoordinates));
// \u89C6\u89D2 = (\u7EB9\u7406\u5750\u6807, \u6DF1\u5EA6)
vec4 viewPos = toEye(v_textureCoordinates, depth);
// \u4E16\u754C\u5750\u6807
vec4 wordPos = czm_inverseView * viewPos;
// \u865A\u62DF\u76F8\u673A\u4E2D\u5750\u6807
vec4 vcPos = camera_view_matrix * wordPos;
float near = .001 * vc_viewDistance;
float dis = length(vcPos.xyz);
if(dis > near && dis < vc_viewDistance){
// \u900F\u89C6\u6295\u5F71
vec4 posInEye = camera_projection_matrix * vcPos;
// \u53EF\u89C6\u533A\u989C\u8272
// vec4 vc_visibleAreaColor=vec4(0.,1.,0.,.5);
// vec4 vc_invisibleAreaColor=vec4(1.,0.,0.,.5);
if(visible(posInEye)){
float vis = shadow(viewPos);
if(vis > 0.3){
gl_FragColor = mix(gl_FragColor,vc_visibleAreaColor,.5);
} else{
gl_FragColor = mix(gl_FragColor,vc_invisibleAreaColor,.5);
}
}
}
}
`;
export { fragmentShader as default };
//# sourceMappingURL=fragmentShader.mjs.map