in vec2 v_textureCoordinates; uniform int u_polygonsLength; uniform int u_extentsLength; uniform highp sampler2D u_polygonTexture; uniform highp sampler2D u_extentsTexture; int getPolygonIndex(float dimension, vec2 coord) { vec2 uv = coord.xy * dimension; return int(floor(uv.y) * dimension + floor(uv.x)); } vec2 getLookupUv(ivec2 dimensions, int i) { int pixY = i / dimensions.x; int pixX = i - (pixY * dimensions.x); float pixelWidth = 1.0 / float(dimensions.x); float pixelHeight = 1.0 / float(dimensions.y); float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel float v = (float(pixY) + 0.5) * pixelHeight; return vec2(u, v); } vec4 getExtents(int i) { return texture(u_extentsTexture, getLookupUv(textureSize(u_extentsTexture, 0), i)); } ivec2 getPositionsLengthAndExtentsIndex(int i) { vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i); vec4 value = texture(u_polygonTexture, uv); return ivec2(int(value.x), int(value.y)); } vec2 getPolygonPosition(int i) { vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i); return texture(u_polygonTexture, uv).xy; } vec2 getCoordinates(vec2 textureCoordinates, vec4 extents) { float latitude = mix(extents.x, extents.x + 1.0 / extents.z, textureCoordinates.y); float longitude = mix(extents.y, extents.y + 1.0 / extents.w, textureCoordinates.x); return vec2(latitude, longitude); } void main() { int lastPolygonIndex = 0; out_FragColor = vec4(1.0); // Get the relevant region of the texture float dimension = float(u_extentsLength); if (u_extentsLength > 2) { dimension = ceil(log2(float(u_extentsLength))); } int regionIndex = getPolygonIndex(dimension, v_textureCoordinates); for (int polygonIndex = 0; polygonIndex < u_polygonsLength; polygonIndex++) { ivec2 positionsLengthAndExtents = getPositionsLengthAndExtentsIndex(lastPolygonIndex); int positionsLength = positionsLengthAndExtents.x; int polygonExtentsIndex = positionsLengthAndExtents.y; lastPolygonIndex += 1; // Only compute signed distance for the relevant part of the atlas if (polygonExtentsIndex == regionIndex) { float clipAmount = czm_infinity; vec4 extents = getExtents(polygonExtentsIndex); vec2 textureOffset = vec2(mod(float(polygonExtentsIndex), dimension), floor(float(polygonExtentsIndex) / dimension)) / dimension; vec2 p = getCoordinates((v_textureCoordinates - textureOffset) * dimension, extents); float s = 1.0; // Check each edge for absolute distance for (int i = 0, j = positionsLength - 1; i < positionsLength; j = i, i++) { vec2 a = getPolygonPosition(lastPolygonIndex + i); vec2 b = getPolygonPosition(lastPolygonIndex + j); vec2 ab = b - a; vec2 pa = p - a; float t = dot(pa, ab) / dot(ab, ab); t = clamp(t, 0.0, 1.0); vec2 pq = pa - t * ab; float d = length(pq); // Inside / outside computation to determine sign bvec3 cond = bvec3(p.y >= a.y, p.y < b.y, ab.x * pa.y > ab.y * pa.x); if (all(cond) || all(not(cond))) s = -s; if (abs(d) < abs(clipAmount)) { clipAmount = d; } } // Normalize the range to [0,1] vec4 result = (s * vec4(clipAmount * length(extents.zw))) / 2.0 + 0.5; // In the case where we've iterated through multiple polygons, take the minimum out_FragColor = min(out_FragColor, result); } lastPolygonIndex += positionsLength; } }