34935-vm/assets/cesium/packages/engine/Source/Shaders/PointPrimitiveCollectionFS.glsl
Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

44 lines
1.3 KiB
GLSL

in vec4 v_color;
in vec4 v_outlineColor;
in float v_innerPercent;
in float v_pixelDistance;
in vec4 v_pickColor;
void main()
{
// The distance in UV space from this fragment to the center of the point, at most 0.5.
float distanceToCenter = length(gl_PointCoord - vec2(0.5));
// The max distance stops one pixel shy of the edge to leave space for anti-aliasing.
float maxDistance = max(0.0, 0.5 - v_pixelDistance);
float wholeAlpha = 1.0 - smoothstep(maxDistance, 0.5, distanceToCenter);
float innerAlpha = 1.0 - smoothstep(maxDistance * v_innerPercent, 0.5 * v_innerPercent, distanceToCenter);
vec4 color = mix(v_outlineColor, v_color, innerAlpha);
color.a *= wholeAlpha;
// Fully transparent parts of the billboard are not pickable.
#if !defined(OPAQUE) && !defined(TRANSLUCENT)
if (color.a < 0.005) // matches 0/255 and 1/255
{
discard;
}
#else
// The billboard is rendered twice. The opaque pass discards translucent fragments
// and the translucent pass discards opaque fragments.
#ifdef OPAQUE
if (color.a < 0.995) // matches < 254/255
{
discard;
}
#else
if (color.a >= 0.995) // matches 254/255 and 255/255
{
discard;
}
#endif
#endif
out_FragColor = czm_gammaCorrect(color);
czm_writeLogDepth();
}