in vec2 v_textureCoordinates; uniform sampler2D colorTexture; uniform sampler2D depthTexture; uniform vec3 centerWC; uniform vec3 normalWC; uniform float radius; uniform vec4 color; uniform float speed; float getDepth(){ float z_window = czm_unpackDepth(texture(depthTexture, v_textureCoordinates)); 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); } 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); } void main() { out_FragColor = texture(colorTexture, v_textureCoordinates); float depth = getDepth(); vec4 viewPos = toEye(v_textureCoordinates, depth); vec4 center = czm_view * vec4(centerWC,1); vec4 planeNormal = czm_view * vec4(normalWC,0); vec3 prjOnPlane = pointProjectOnPlane(planeNormal.xyz, center.xyz, viewPos.xyz); float dis = length(prjOnPlane.xyz - center.xyz); float time = fract(czm_frameNumber * speed / 1000.0); float temp = radius * time; if(dis < temp) { float f = 1.0 - abs(temp - dis) / temp; f = pow(f, 4.0); out_FragColor = mix(out_FragColor, color, f); } }