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			65 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 330 core
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#define DEGREES_MAX   360.0f
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#define LATITUDE_MAX  85.051128779806604f
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#define LONGITUDE_MAX 180.0f
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#define PI            3.1415926535897932384626433f
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#define RAD2DEG       57.295779513082320876798156332941f
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#define DEG2RAD       0.0174532925199432957692369055556f
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layout (location = 0) in vec2  aLatLong;
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layout (location = 1) in vec2  aXYOffset;
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layout (location = 2) in vec3  aTexCoord;
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layout (location = 3) in vec4  aModulate;
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layout (location = 4) in float aAngleDeg;
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layout (location = 5) in int   aThreshold;
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layout (location = 6) in ivec2 aTimeRange;
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uniform mat4 uMVPMatrix;
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uniform mat4 uMapMatrix;
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uniform vec2 uMapScreenCoord;
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out VertexData
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{
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   int   threshold;
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   vec3  texCoord;
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   vec4  color;
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   ivec2 timeRange;
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} vsOut;
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smooth out vec3 texCoord;
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smooth out vec4 color;
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vec2 latLngToScreenCoordinate(in vec2 latLng)
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{
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   vec2 p;
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   latLng.x = clamp(latLng.x, -LATITUDE_MAX, LATITUDE_MAX);
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   p.xy     = vec2(LONGITUDE_MAX + latLng.y,
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                   -(LONGITUDE_MAX - RAD2DEG * log(tan(PI / 4 + latLng.x * PI / DEGREES_MAX))));
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   return p;
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}
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void main()
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{
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   // Pass the threshold and time range to the geometry shader
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   vsOut.threshold = aThreshold;
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   vsOut.timeRange = aTimeRange;
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   // Pass the texture coordinate and color modulate to the geometry and
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   // fragment shaders
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   vsOut.texCoord = aTexCoord;
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   vsOut.color    = aModulate;
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   texCoord       = aTexCoord;
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   color          = aModulate;
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   vec2 p = latLngToScreenCoordinate(aLatLong) - uMapScreenCoord;
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   // Rotate clockwise
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   float angle  = aAngleDeg * DEG2RAD;
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   mat2  rotate = mat2(cos(angle), -sin(angle),
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                       sin(angle), cos(angle));
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   // Transform the position to screen coordinates
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   gl_Position = uMapMatrix * vec4(p, 0.0f, 1.0f) +
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                 uMVPMatrix * vec4(rotate * aXYOffset, 0.0f, 0.0f);
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}
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