mirror of
https://github.com/ciphervance/supercell-wx.git
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70 lines
1.9 KiB
GLSL
70 lines
1.9 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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layout (location = 7) in int aDisplayed;
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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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int displayed;
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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 displayed to the geometry shader
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vsOut.displayed = aDisplayed;
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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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