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casic-smartcity-well-front / static / Cesium / Shaders / Materials / ElevationBandMaterial.glsl
[wangxitong] on 8 Jul 2021 2 KB mars3d总览
uniform sampler2D heights;
uniform sampler2D colors;

// This material expects heights to be sorted from lowest to highest.

float getHeight(int idx, float invTexSize)
{
    vec2 uv = vec2((float(idx) + 0.5) * invTexSize, 0.5);
#ifdef OES_texture_float
    return texture2D(heights, uv).x;
#else
    return czm_unpackFloat(texture2D(heights, uv));
#endif
}

czm_material czm_getMaterial(czm_materialInput materialInput)
{
    czm_material material = czm_getDefaultMaterial(materialInput);

    float height = materialInput.height;
    float invTexSize = 1.0 / float(heightsDimensions.x);

    float minHeight = getHeight(0, invTexSize);
    float maxHeight = getHeight(heightsDimensions.x - 1, invTexSize);

    // early-out when outside the height range
    if (height < minHeight || height > maxHeight) {
        material.diffuse = vec3(0.0);
        material.alpha = 0.0;
        return material;
    }

    // Binary search to find heights above and below.
    int idxBelow = 0;
    int idxAbove = heightsDimensions.x;
    float heightBelow = minHeight;
    float heightAbove = maxHeight;

    // while loop not allowed, so use for loop with max iterations.
    // maxIterations of 16 supports a texture size up to 65536 (2^16).
    const int maxIterations = 16;
    for (int i = 0; i < maxIterations; i++) {
        if (idxBelow >= idxAbove - 1) {
            break;
        }

        int idxMid = (idxBelow + idxAbove) / 2;
        float heightTex = getHeight(idxMid, invTexSize);

        if (height > heightTex) {
            idxBelow = idxMid;
            heightBelow = heightTex;
        } else {
            idxAbove = idxMid;
            heightAbove = heightTex;
        }
    }

    float lerper = heightBelow == heightAbove ? 1.0 : (height - heightBelow) / (heightAbove - heightBelow);
    vec2 colorUv = vec2(invTexSize * (float(idxBelow) + 0.5 + lerper), 0.5);
    vec4 color = texture2D(colors, colorUv);

    // undo preumultiplied alpha
    if (color.a > 0.0) 
    {
        color.rgb /= color.a;
    }
    
    color.rgb = czm_gammaCorrect(color.rgb);

    material.diffuse = color.rgb;
    material.alpha = color.a;
    return material;
}