v_positionEC = (czm_modelViewRelativeToEye * p).xyz; v_normalEC = czm_normal * normal; v_st = st; v_outWidth = czm_batchTable_outWidth(batchId); v_color = czm_batchTable_color(batchId); v_outColor = czm_batchTable_outColor(batchId); v_type = czm_batchTable_type(batchId);...
#endif // NORMAL_EC\n\\n\void main(void)\n\{\n\#ifdef REQUIRES_EC\n\ float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw));\n\ vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\#endif\n...
这与czm_normal提供的转换相反。在3D模式下,这与czm_inverseNormal相同,但是在2D和Columbus View中,它表示逆法线变换矩阵,就好像相机在3D模式下位于等效位置一样。这与以3D照亮的相同方式照亮2D和Columbus View很有用。 例: // GLSL声明统一的mat3 czm_inverseNormal3D;//示例vec3 normalMC = czm_inverseNormal3...
5657varfunctionString =5859'float clip(vec4 fragCoord, sampler2D clippingPlanes, mat4 clippingPlanesMatrix)\n' +6061'{\n' +6263' bool clipped = true;\n' +6465' vec4 position = czm_windowToEyeCoordinates(fragCoord);\n' +6667' vec3 clipNormal = vec3(0.0);\n' +6869' vec3 clipPosit...
Matrix3:3x3 矩阵,一般可以传法线矩阵(normalMatrix); Matrix4:4x4 矩阵,如 modelMatrix、viewMatrix、projectionMatrix 等等都是这个类型; Texture :二维贴图; CubeMap :立方体贴图。 2、使用 DrawCommand DrawCommand的使用需要通过实现Primitive接口来完成,具体代码如下(已经省去创建DrawCommand部分) //自定义Primitive,...
varying vec3 v_normalEC; varying vec2 v_st; void main() { vec4 p = czm_computePosition(); v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates v_normalEC = czm_normal * normal; // normal in eye coordinates ...
fragmentShader += "varying vec3 v_normal;\n"; } fragmentShader += "varying vec3 v_positionEC;\n"; } 在新的Model架构中,官方团队希望把这两种着色器设计的优点集中起来:将每个着色器划分为一连串的逻辑步骤,称之为“管线阶段(Pipeline Stages)”。每个管线阶段都是一个 GLSL 函数,可在 main 函数中调...
materialInput.normalEC = normalEC; materialInput.positionToEyeEC = positionToEyeEC; materialInput.st = v_st; czm_material material = czm_getMaterial(materialInput); material.diffuse = vec3(1.0,0,0); material.emission = vec3(0.0,0.66666666,0.0); ...
vertexFormat: VertexFormat.POSITION_NORMAL_AND_ST, // 注意这里,下面要细说 dimensions: new Cartesian3(400000.0, 300000.0, 500000.0), }) const boxGeometryInstance = new GeometryInstance({ geometry: boxGeometry, modelMatrix: boxModelMatrix, // 应用 ENU + 平移矩阵 }) // 准备 fabric shader 材质和...
{ url: "http://example.com/normal.png" }) } }, varyings: { v_selectedColor: VaryingType.VEC3 }, vertexShaderText: `void vertexMain( VertexInput vsInput, inout czm_modelVertexOutput vsOutput ) { v_selectedColor = mix( vsInput.attributes.color_0, vsInput.attributes.color_1, u_color...