in vec2 v_textureCoordinates; uniform sampler2D colorTexture; uniform sampler2D depthTexture; uniform vec3 centerWC; uniform vec3 planeNormalWC; uniform vec3 lineNormalWC; uniform float radius; uniform vec4 color; 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; } bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt) { vec3 v01 = testPt - ptOnLine; normalize(v01); vec3 temp = cross(v01, lineNormal); vec4 planeNormalEC = czm_view * vec4(planeNormalWC,0); float d = dot(temp, planeNormalEC.xyz); 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); } void main() { out_FragColor = texture(colorTexture, v_textureCoordinates); float depth = getDepth(); vec4 viewPos = toEye(v_textureCoordinates, depth); vec4 centerEC = czm_view * vec4(centerWC,1); vec4 planeNormalEC = czm_view * vec4(planeNormalWC,0); vec4 lineNormalEC = czm_view * vec4(lineNormalWC,0); vec3 prjOnPlane = pointProjectOnPlane(planeNormalEC.xyz, centerEC.xyz, viewPos.xyz); float dis = length(prjOnPlane.xyz - centerEC.xyz); float diameter = radius * 2.0; if(dis < radius){ float f0 = 1.0 -abs(radius - dis) / radius; f0 = pow(f0, 64.0); vec3 lineEndPt = vec3(centerEC.xyz) + vec3(lineNormalEC.xyz) * radius; float f = 0.0; if(isPointOnLineRight(centerEC.xyz, lineNormalEC.xyz, prjOnPlane.xyz)) { float dis1= length(prjOnPlane.xyz - lineEndPt); f = abs(diameter - dis1) / diameter; f = pow(f, 3.0); } out_FragColor = mix(out_FragColor, color, f + f0); } }