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- /**
- * Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- */
- export const spheres_frag = `
- precision highp float;
- precision highp int;
- #include common
- #include common_frag_params
- #include color_frag_params
- #include light_frag_params
- #include common_clip
- uniform mat4 uInvView;
- varying float vRadius;
- varying float vRadiusSq;
- varying vec3 vPoint;
- varying vec3 vPointViewPosition;
- vec3 cameraPos;
- vec3 cameraNormal;
- bool Impostor(out vec3 cameraPos, out vec3 cameraNormal){
- vec3 cameraSpherePos = -vPointViewPosition;
- cameraSpherePos.z += vRadius;
- vec3 rayOrigin = mix(vec3(0.0, 0.0, 0.0), vPoint, uIsOrtho);
- vec3 rayDirection = mix(normalize(vPoint), vec3(0.0, 0.0, 1.0), uIsOrtho);
- vec3 cameraSphereDir = mix(cameraSpherePos, rayOrigin - cameraSpherePos, uIsOrtho);
- float B = dot(rayDirection, cameraSphereDir);
- float det = B * B + vRadiusSq - dot(cameraSphereDir, cameraSphereDir);
- if (det < 0.0){
- discard;
- return false;
- }
- float sqrtDet = sqrt(det);
- float posT = mix(B + sqrtDet, B + sqrtDet, uIsOrtho);
- float negT = mix(B - sqrtDet, sqrtDet - B, uIsOrtho);
- cameraPos = rayDirection * negT + rayOrigin;
- if (calcDepth(cameraPos) <= 0.0) {
- cameraPos = rayDirection * posT + rayOrigin;
- interior = true;
- } else {
- interior = false;
- }
- cameraNormal = normalize(cameraPos - cameraSpherePos);
- cameraNormal *= float(!interior) * 2.0 - 1.0;
- return !interior;
- }
- void main(void){
- #include clip_pixel
- bool flag = Impostor(cameraPos, cameraNormal);
- #ifndef dDoubleSided
- if (interior)
- discard;
- #endif
- vec3 vViewPosition = cameraPos;
- gl_FragDepthEXT = calcDepth(vViewPosition);
- if (!flag && gl_FragDepthEXT >= 0.0) {
- gl_FragDepthEXT = 0.0 + (0.0000001 / vRadius);
- }
- vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;
- if (gl_FragDepthEXT < 0.0) discard;
- if (gl_FragDepthEXT > 1.0) discard;
- float fragmentDepth = gl_FragDepthEXT;
- #include assign_material_color
- #if defined(dRenderVariant_pick)
- #include check_picking_alpha
- gl_FragColor = material;
- #elif defined(dRenderVariant_depth)
- gl_FragColor = material;
- #elif defined(dRenderVariant_marking)
- gl_FragColor = material;
- #elif defined(dRenderVariant_color)
- #ifdef dIgnoreLight
- gl_FragColor = material;
- #else
- vec3 normal = -cameraNormal;
- #include apply_light_color
- #endif
- #include apply_interior_color
- #include apply_marker_color
- #include apply_fog
- #include wboit_write
- #endif
- }
- `;
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