Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

62 lines
1.9 KiB
GLSL

/**
* Computes the size of a pixel in meters at a distance from the eye.
* <p>
* Use this version when passing in a custom pixel ratio. For example, passing in 1.0 will return meters per native device pixel.
* </p>
* @name czm_metersPerPixel
* @glslFunction
*
* @param {vec3} positionEC The position to get the meters per pixel in eye coordinates.
* @param {float} pixelRatio The scaling factor from pixel space to coordinate space
*
* @returns {float} The meters per pixel at positionEC.
*/
float czm_metersPerPixel(vec4 positionEC, float pixelRatio)
{
float width = czm_viewport.z;
float height = czm_viewport.w;
float pixelWidth;
float pixelHeight;
float top = czm_frustumPlanes.x;
float bottom = czm_frustumPlanes.y;
float left = czm_frustumPlanes.z;
float right = czm_frustumPlanes.w;
if (czm_sceneMode == czm_sceneMode2D || czm_orthographicIn3D == 1.0)
{
float frustumWidth = right - left;
float frustumHeight = top - bottom;
pixelWidth = frustumWidth / width;
pixelHeight = frustumHeight / height;
}
else
{
float distanceToPixel = -positionEC.z;
float inverseNear = 1.0 / czm_currentFrustum.x;
float tanTheta = top * inverseNear;
pixelHeight = 2.0 * distanceToPixel * tanTheta / height;
tanTheta = right * inverseNear;
pixelWidth = 2.0 * distanceToPixel * tanTheta / width;
}
return max(pixelWidth, pixelHeight) * pixelRatio;
}
/**
* Computes the size of a pixel in meters at a distance from the eye.
* <p>
* Use this version when scaling by pixel ratio.
* </p>
* @name czm_metersPerPixel
* @glslFunction
*
* @param {vec3} positionEC The position to get the meters per pixel in eye coordinates.
*
* @returns {float} The meters per pixel at positionEC.
*/
float czm_metersPerPixel(vec4 positionEC)
{
return czm_metersPerPixel(positionEC, czm_pixelRatio);
}