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vue-cesium

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'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); "use strict"; var shaderSource = ` uniform sampler2D colorTexture; uniform sampler2D depthTexture; in vec2 v_textureCoordinates; uniform vec4 u_scanCenterEC; uniform vec3 u_scanPlaneNormalEC; uniform vec3 u_scanLineNormalEC; 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; } bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt) { vec3 v01 = testPt - ptOnLine; normalize(v01); vec3 temp = cross(v01, lineNormal); float d = dot(temp, u_scanPlaneNormalEC); return d > 0.5; } 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 distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt) { vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt); return length(tempPt - ptOnLine); } 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() { out_FragColor = texture(colorTexture, v_textureCoordinates); float depth = getDepth( texture(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); float twou_radius = u_radius * 2.0; if(dis < u_radius) { float f0 = 1.0 -abs(u_radius - dis) / u_radius; f0 = pow(f0, 64.0); vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius; float f = 0.0; if(isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz)) { float dis1= length(prjOnPlane.xyz - lineEndPt); f = abs(twou_radius -dis1) / twou_radius; f = pow(f, 3.0); } out_FragColor = mix(out_FragColor, u_scanColor, f + f0); } } `; exports["default"] = shaderSource; //# sourceMappingURL=RadarScan.js.map