BlueMapWeb/src/markers/MarkerFillFragmentShader.js

69 lines
2.2 KiB
JavaScript

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