UNPKG

vue-cesium

Version:
3 lines (2 loc) 1.6 kB
declare const _default: "\n uniform sampler2D colorTexture;\n uniform sampler2D depthTexture;\n in vec2 v_textureCoordinates;\n uniform vec4 u_scanCenterEC;\n uniform vec3 u_scanPlaneNormalEC;\n uniform float u_radius;\n uniform vec4 u_scanColor;\n vec4 toEye(in vec2 uv, in float depth)\n {\n vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n posInCamera =posInCamera / posInCamera.w;\n return posInCamera;\n }\n vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n {\n vec3 v01 = point -planeOrigin;\n float d = dot(planeNormal, v01) ;\n return (point - planeNormal * d);\n }\n float getDepth(in vec4 depth)\n {\n float z_window = czm_unpackDepth(depth);\n z_window = czm_reverseLogDepth(z_window);\n float n_range = czm_depthRange.near;\n float f_range = czm_depthRange.far;\n return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n }\n void main()\n {\n out_FragColor = texture(colorTexture, v_textureCoordinates);\n float depth = getDepth( texture(depthTexture, v_textureCoordinates));\n vec4 viewPos = toEye(v_textureCoordinates, depth);\n vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n if(dis < u_radius)\n {\n float f = 1.0 -abs(u_radius - dis) / u_radius;\n f = pow(f, 4.0);\n out_FragColor = mix(out_FragColor, u_scanColor, f);\n }\n }\n"; export default _default;