69 lines
2.2 KiB
JavaScript
69 lines
2.2 KiB
JavaScript
/*
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* This file is part of BlueMap, licensed under the MIT License (MIT).
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*
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* Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
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* Copyright (c) contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the 'Software'), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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import { ShaderChunk } from 'three';
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export const MARKER_FILL_FRAGMENT_SHADER = `
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${ShaderChunk.logdepthbuf_pars_fragment}
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#define FLT_MAX 3.402823466e+38
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varying vec3 vPosition;
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//varying vec3 vWorldPosition;
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//varying vec3 vNormal;
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//varying vec2 vUv;
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//varying vec3 vColor;
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varying float vDistance;
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uniform vec3 markerColor;
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uniform float markerOpacity;
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uniform float fadeDistanceMax;
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uniform float fadeDistanceMin;
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void main() {
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vec4 color = vec4(markerColor, markerOpacity);
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// distance fading
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float fdMax = FLT_MAX;
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if ( fadeDistanceMax > 0.0 ) fdMax = fadeDistanceMax;
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float minDelta = (vDistance - fadeDistanceMin) / fadeDistanceMin;
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float maxDelta = (vDistance - fadeDistanceMax) / (fadeDistanceMax * 0.5);
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float distanceOpacity = min(
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clamp(minDelta, 0.0, 1.0),
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1.0 - clamp(maxDelta + 1.0, 0.0, 1.0)
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);
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color.a *= distanceOpacity;
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// apply vertex-color
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//color.rgb *= vColor.rgb;
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gl_FragColor = color;
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${ShaderChunk.logdepthbuf_fragment}
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}
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`;
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