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Color output based on moment data
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parent
421c600ed0
commit
f004c7aee0
5 changed files with 176 additions and 60 deletions
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@ -5,9 +5,22 @@ precision mediump float;
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uniform sampler2D uTexture;
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in vec2 texCoord;
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flat in uint dataMoment;
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layout (location = 0) out vec4 fragColor;
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void main()
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{
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gl_FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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if (dataMoment < 126u)
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{
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fragColor = vec4(0.0f, 0.5f, 0.0f, 0.9f);
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}
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else if (dataMoment < 156u)
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{
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fragColor = vec4(1.0f, 0.75f, 0.0f, 0.9f);
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}
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else
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{
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fragColor = vec4(1.0f, 0.0f, 0.0f, 0.9f);
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}
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}
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@ -7,12 +7,12 @@
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#define RAD2DEG 57.295779513082320876798156332941f
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layout (location = 0) in vec2 aLatLong;
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layout (location = 1) in vec2 aTexCoord;
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layout (location = 1) in uint aDataMoment;
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uniform mat4 uMVPMatrix;
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uniform vec2 uMapScreenCoord;
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out vec2 texCoord;
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flat out uint dataMoment;
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vec2 latLngToScreenCoordinate(in vec2 latLng)
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{
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@ -25,8 +25,8 @@ vec2 latLngToScreenCoordinate(in vec2 latLng)
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void main()
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{
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// Pass the texture coordinate to the fragment shader
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texCoord = aTexCoord;
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// Pass the coded data moment to the fragment shader
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dataMoment = aDataMoment;
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vec2 p = latLngToScreenCoordinate(aLatLong) - uMapScreenCoord;
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