uniform sampler2D depthTexture;
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uniform float length;
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uniform vec4 color;
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varying vec2 v_textureCoordinates;
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void main(void)
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{
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float directions[3];
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directions[0] = -1.0;
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directions[1] = 0.0;
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directions[2] = 1.0;
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float scalars[3];
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scalars[0] = 3.0;
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scalars[1] = 10.0;
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scalars[2] = 3.0;
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float padx = czm_pixelRatio / czm_viewport.z;
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float pady = czm_pixelRatio / czm_viewport.w;
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#ifdef CZM_SELECTED_FEATURE
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bool selected = false;
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for (int i = 0; i < 3; ++i)
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{
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float dir = directions[i];
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selected = selected || czm_selected(vec2(-padx, dir * pady));
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selected = selected || czm_selected(vec2(padx, dir * pady));
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selected = selected || czm_selected(vec2(dir * padx, -pady));
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selected = selected || czm_selected(vec2(dir * padx, pady));
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if (selected)
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{
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break;
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}
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}
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if (!selected)
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{
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gl_FragColor = vec4(color.rgb, 0.0);
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return;
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}
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#endif
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float horizEdge = 0.0;
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float vertEdge = 0.0;
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for (int i = 0; i < 3; ++i)
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{
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float dir = directions[i];
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float scale = scalars[i];
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horizEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;
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horizEdge += texture2D(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;
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vertEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;
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vertEdge += texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;
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}
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float len = sqrt(horizEdge * horizEdge + vertEdge * vertEdge);
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gl_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);
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}
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