vue-cesium
Version:
Vue 3.x components for CesiumJS.
76 lines (72 loc) • 2.56 kB
JavaScript
'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